Comparison of Physics Frameworks for WebGL-Based Game Engine
NASA Astrophysics Data System (ADS)
Yogya, Resa; Kosala, Raymond
2014-03-01
Recently, a new technology called WebGL shows a lot of potentials for developing games. However since this technology is still new, there are still many potentials in the game development area that are not explored yet. This paper tries to uncover the potential of integrating physics frameworks with WebGL technology in a game engine for developing 2D or 3D games. Specifically we integrated three open source physics frameworks: Bullet, Cannon, and JigLib into a WebGL-based game engine. Using experiment, we assessed these frameworks in terms of their correctness or accuracy, performance, completeness and compatibility. The results show that it is possible to integrate open source physics frameworks into a WebGLbased game engine, and Bullet is the best physics framework to be integrated into the WebGL-based game engine.
Streamlining Simulation Development using a Commercial Game Engine
2009-10-01
few years. The realism is stunning and the Commercial Game Industry fuels the fire of cutting edge advances in hardware and immersive experiences...Technology applies to Military training in more than just the obvious upgrades in game engines and hardware. The increased visual realism and performance...elaborate storytelling and cinematic effects provide a more immersive and compelling experience to the player. The underlying game engine technology
Game Development as a Pathway to Information Technology Literacy
ERIC Educational Resources Information Center
Frydenberg, Mark
2016-01-01
Teaching game development has become an accepted methodology for introducing programming concepts and capturing the interest of beginning computer science and information technology (IT) students. This study, conducted over three consecutive semesters, explores game development using a gaming engine, rather than a traditional programming language,…
Using Game Development to Engage Students in Science and Technology
NASA Technical Reports Server (NTRS)
Wiacek, John
2011-01-01
Game design workshops, camps and activities engage K-12 students In STEM disciplines that use game engine and development tools. Game development will have students create games and simulations that Will inspire them to love technology while learning math, physics, and,logic. By using tools such as Gamemaker, Alice, Unity, Gamesalad and others, students will get a sense of confidence and accomplishment creating games and simulations.
Tactical Application of Gaming Technologies for Improved Battlespace Management
2007-01-01
the Digital Scene Matching Area Correlation (DSMAC) and the Global Positioning Satellite (GPS) System are coupled to the guidance systems to...Game Engine technology is driven by a huge market of consumers and the technology continues to improve each year. Commercially available Game...has largely been due to the emergence of a new class of middleware called “physics engines”. Used in games such as Gran Turismo 4 (GT4), these
Leveraging Gaming Technology to Deliver Effective Training
NASA Technical Reports Server (NTRS)
Cimino, James D.
2011-01-01
The best way to engage a soldier is to present them with training content consistent with their learning preference. Blended Interactive Multimedia Instruction (IMI) can be used to leach soldiers what they need to do, how to do each step, and utilize a COTS game engine to actually practices the skills learned. Blended IMI provides an enjoyable experience for the soldier, thereby increasing retention rates and motivation while decreasing the time to subject mastery. And now mobile devices have emerged as an exciting new platform, literally placing the training into the soldier's hands. In this paper, we will discuss how we leveraged commercial game engine technology, tightly integrated with the Blended IMI, to train soldiers on both laptops and mobile devices. We will provide a recent case study of how this training is being utilized, benefits and student/instructor feedback.
Dragonfly: strengthening programming skills by building a game engine from scratch
NASA Astrophysics Data System (ADS)
Claypool, Mark
2013-06-01
Computer game development has been shown to be an effective hook for motivating students to learn both introductory and advanced computer science topics. While games can be made from scratch, to simplify the programming required game development often uses game engines that handle complicated or frequently used components of the game. These game engines present the opportunity to strengthen programming skills and expose students to a range of fundamental computer science topics. While educational efforts have been effective in using game engines to improve computer science education, there have been no published papers describing and evaluating students building a game engine from scratch as part of their course work. This paper presents the Dragonfly-approach in which students build a fully functional game engine from scratch and make a game using their engine as part of a junior-level course. Details on the programming projects are presented, as well as an evaluation of the results from two offerings that used Dragonfly. Student performance on the projects as well as student assessments demonstrates the efficacy of having students build a game engine from scratch in strengthening their programming skills.
Applying Open Source Game Engine for Building Visual Simulation Training System of Fire Fighting
NASA Astrophysics Data System (ADS)
Yuan, Diping; Jin, Xuesheng; Zhang, Jin; Han, Dong
There's a growing need for fire departments to adopt a safe and fair method of training to ensure that the firefighting commander is in a position to manage a fire incident. Visual simulation training systems, with their ability to replicate and interact with virtual fire scenarios through the use of computer graphics or VR, become an effective and efficient method for fire ground education. This paper describes the system architecture and functions of a visual simulated training system of fire fighting on oil storage, which adopting Delat3D, a open source game and simulation engine, to provide realistic 3D views. It presents that using open source technology provides not only the commercial-level 3D effects but also a great reduction of cost.
Yu, Xunyi; Ganz, Aura
2011-01-01
In this paper we introduce a Mixed Reality Triage and Evacuation game, MiRTE, that is used in the development, testing and training of Mass Casualty Incident (MCI) information systems for first responders. Using the Source game engine from Valve software, MiRTE creates immersive virtual environments to simulate various incident scenarios, and enables interactions between multiple players/first responders. What distinguishes it from a pure computer simulation game is that it can interface with external mass casualty incident management systems, such as DIORAMA. The game will enable system developers to specify technical requirements of underlying technology, and test different alternatives of design. After the information system hardware and software are completed, the game can simulate various algorithms such as localization technologies, and interface with an actual user interface on PCs and Smartphones. We implemented and tested the game with the DIORAMA system.
Interactive Learning to Stimulate the Brain's Visual Center and to Enhance Memory Retention
ERIC Educational Resources Information Center
Yun, Yang H.; Allen, Philip A.; Chaumpanich, Kritsakorn; Xiao, Yingcai
2014-01-01
This short paper describes an ongoing NSF-funded project on enhancing science and engineering education using the latest technology. More specifically, the project aims at developing an interactive learning system with Microsoft Kinect™ and Unity3D game engine. This system promotes active, rather than passive, learning by employing embodied…
Teaching introductory game development with unreal engine: Challenges, strategies, and experiences
NASA Astrophysics Data System (ADS)
Head, Nicholas A.
From the days of Pong to 100 million dollar projects such as the Grand Theft Auto franchise, video games have evolved significantly over the years. This evolution has also changed the way game development is viewed as a career. Today, video games are one of the most profitable forms of entertainment, and game development courses are appearing at universities around the world. Even with this growth, a degree from a university has yet to be an important factor in finding a job in game development (Owen, 2013). This thesis examines a method of creating and implementing an introductory gaming course and recommends ways to improve the curriculum. The main focus of the course was to introduce game development to the students. Each week, they were given an exercise that covered a different topic. Students also took part in a team project in which they were tasked with creating a complete game. The goal of the team projects was to expand the student's basic knowledge given to them from the exercises. Data was gathered on the students' subjective experiences with the class. This data and the class's overall performance were compared with past iterations of the course. New to the course was the Unreal Engine. Students used the latest version of the engine, Unreal Engine 4, to complete exercises. Not all students chose to use this engine for the team project. Instructor and students experiences with the engine were also recorded. While there were some problems implementing the engine within our lab environment, we were still able to execute the overall lesson plan. Even with the engine issues, the course had overall good performance. CGT 241, Introduction to 3D Animation, was shown to help the students to complete the course while CGT 215, Computer Graphics Programming I, did not provide enough information on game programming. Exercises were found to be helpful but students wanted a better understanding of how these skills can be applied to game development. Team projects also went well with most teams creating a functional project. Students wanted more time to complete projects along with a structured approach to the project. Confidence in game development and the Unreal Engine were not high but students were enthusiastic in continuing in the field of game development. Recommendations were made to the curriculum in order to fix some of the issues with the introductory course and help students find a career. In order to fix the gap between the programming course and the introductory game course, a video game programming course was recommended that focused on teaching students how code works with video game engines. An option to specialize was also recommended in order to see a higher level of understanding on game concepts and a higher level of quality of game projects. Changes to the higher courses were also made for a yearlong course where students would focus on a single project to publish. This would expand on the introductory course while also replicating the game development process.
Augmenting Your Own Reality: Student Authoring of Science-Based Augmented Reality Games
ERIC Educational Resources Information Center
Klopfer, Eric; Sheldon, Josh
2010-01-01
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent…
ERIC Educational Resources Information Center
Choi, Gi Woong; Pursel, Barton K.; Stubbs, Chris
2017-01-01
Interest towards implementing educational gaming into courses within higher education continues to increase, but it requires extensive amounts of resources to create individual games for each course. This paper is a description of a university's effort to create a custom educational game engine to streamline the game development process within the…
Vids: Version 2.0 Alpha Visualization Engine
2018-04-25
fidelity than existing efforts. Vids is a project aimed at producing more dynamic and interactive visualization tools using modern computer game ...move through and interact with the data to improve informational understanding. The Vids software leverages off-the-shelf modern game development...analysis and correlations. Recently, an ARL-pioneered project named Virtual Reality Data Analysis Environment (VRDAE) used VR and a modern game engine
Hierarchical Task Network Prototyping In Unity3d
2016-06-01
visually debug. Here we present a solution for prototyping HTNs by extending an existing commercial implementation of Behavior Trees within the Unity3D game ...HTN, dynamic behaviors, behavior prototyping, agent-based simulation, entity-level combat model, game engine, discrete event simulation, virtual...commercial implementation of Behavior Trees within the Unity3D game engine prior to building the HTN in COMBATXXI. Existing HTNs were emulated within
The Emergence of Agent-Based Technology as an Architectural Component of Serious Games
NASA Technical Reports Server (NTRS)
Phillips, Mark; Scolaro, Jackie; Scolaro, Daniel
2010-01-01
The evolution of games as an alternative to traditional simulations in the military context has been gathering momentum over the past five years, even though the exploration of their use in the serious sense has been ongoing since the mid-nineties. Much of the focus has been on the aesthetics of the visuals provided by the core game engine as well as the artistry provided by talented development teams to produce not only breathtaking artwork, but highly immersive game play. Consideration of game technology is now so much a part of the modeling and simulation landscape that it is becoming difficult to distinguish traditional simulation solutions from game-based approaches. But games have yet to provide the much needed interactive free play that has been the domain of semi-autonomous forces (SAF). The component-based middleware architecture that game engines provide promises a great deal in terms of options for the integration of agent solutions to support the development of non-player characters that engage the human player without the deterministic nature of scripted behaviors. However, there are a number of hard-learned lessons on the modeling and simulation side of the equation that game developers have yet to learn, such as: correlation of heterogeneous systems, scalability of both terrain and numbers of non-player entities, and the bi-directional nature of simulation to game interaction provided by Distributed Interactive Simulation (DIS) and High Level Architecture (HLA).
ERIC Educational Resources Information Center
Price, Colin B.
2008-01-01
Commercial computer games contain "physics engine" components, responsible for providing realistic interactions among game objects. The question naturally arises of whether these engines can be used to develop educational materials for high school and university physics education. To answer this question, the author's group recently conducted a…
A game-based decision support methodology for competitive systems design
NASA Astrophysics Data System (ADS)
Briceno, Simon Ignacio
This dissertation describes the development of a game-based methodology that facilitates the exploration and selection of research and development (R&D) projects under uncertain competitive scenarios. The proposed method provides an approach that analyzes competitor positioning and formulates response strategies to forecast the impact of technical design choices on a project's market performance. A critical decision in the conceptual design phase of propulsion systems is the selection of the best architecture, centerline, core size, and technology portfolio. This selection can be challenging when considering evolving requirements from both the airframe manufacturing company and the airlines in the market. Furthermore, the exceedingly high cost of core architecture development and its associated risk makes this strategic architecture decision the most important one for an engine company. Traditional conceptual design processes emphasize performance and affordability as their main objectives. These areas alone however, do not provide decision-makers with enough information as to how successful their engine will be in a competitive market. A key objective of this research is to examine how firm characteristics such as their relative differences in completing R&D projects, differences in the degree of substitutability between different project types, and first/second-mover advantages affect their product development strategies. Several quantitative methods are investigated that analyze business and engineering strategies concurrently. In particular, formulations based on the well-established mathematical field of game theory are introduced to obtain insights into the project selection problem. The use of game theory is explored in this research as a method to assist the selection process of R&D projects in the presence of imperfect market information. The proposed methodology focuses on two influential factors: the schedule uncertainty of project completion times and the uncertainty associated with competitive reactions. A normal-form matrix is created to enumerate players, their moves and payoffs, and to formulate a process by which an optimal decision can be achieved. The non-cooperative model is tested using the concept of a Nash equilibrium to identify potential strategies that are robust to uncertain market fluctuations (e.g: uncertainty in airline demand, airframe requirements and competitor positioning). A first/second-mover advantage parameter is used as a scenario dial to adjust market rewards and firms' payoffs. The methodology is applied to a commercial aircraft engine selection study where engine firms must select an optimal engine project for development. An engine modeling and simulation framework is developed to generate a broad engine project portfolio. The creation of a customer value model enables designers to incorporate airline operation characteristics into the engine modeling and simulation process to improve the accuracy of engine/customer matching. Summary. Several key findings are made that provide recommendations on project selection strategies for firms uncertain as to when they will enter the market. The proposed study demonstrates that within a technical design environment, a rational and analytical means of modeling project development strategies is beneficial in high market risk situations.
MO-DE-BRA-01: Enhancing Radiation Physics Instruction Through Gamification and E-Learning
DOE Office of Scientific and Technical Information (OSTI.GOV)
Driewer, J; Lei, Y; Morgan, B
Purpose: This project sought to “gamify” the instruction of radiation interaction physics concepts for technology students. Gamification applies game mechanics and user interactions in active learning contexts. In one part of this project, a self-guided eModule was developed for conceptual radiation interaction instruction. In a second part, a web-based game, Particle Launch (http://particle-launcher.ist.unomaha.edu), was created to challenge students to quickly apply radiation interaction concepts in a way that is stimulating and motivating. Methods: The eModule, focused on conceptual interaction physics, was designed in Adobe Captivate and incorporates animation, web videos, and assessment questions in order to generate student interest. Navigatingmore » the whole module takes 40 minutes for beginners. Assessments after three main sections are comprised of 3–4 questions randomly selected from a question pool. In collaboration with the University of Nebraska at Omaha’s College of Information Science and Technology, the Particle Launch game was created with the Unity gaming engine and designed with a game-play look and feel. The object of the game is to utilize different particles, energies, and directions to destroy a target given a limited number of resources and time to complete the task. A rewards system encourages accurate shots. Results: The eModule part of the project encourages a flipped classroom model in which class time is devoted to application of concepts rather than information-based lectures. Currently, eModule assessments are not tracked but this feature could be incorporated to encourage participation. Furthermore, in a class of five technology students, the game was found to be fun and engaging and had the effect of reinforcing basic concepts from the eModule. Conclusion: Gamification has significant potential to alter medical physics instruction. Game-play feedback is an important part of the learning process. Students found Particle Launch inviting and challenging and further research could help game design. This project was generously supported by the Office of the Vice-Chancellor for Academic Affairs and the University of Nebraska Medical Center.« less
NASA Astrophysics Data System (ADS)
Tomesh, Trevor; Price, Colin
2011-03-01
Using the scripting language for the Unreal Tournament 2004 Engine, Unreal Script, demonstrations in the field of oscillations and waves were designed and developed. Variations on Euler's method and the Runge-Kutta method were used to numerically solve the equations of motion for seven different physical systems which were visually represented in the immersive environment of Unreal Tournament 2004. Data from each system was written to an output file, plotted and analyzed. The over-arching goal of this research is to successfully design and develop useful teaching tools for the k-12 and undergraduate classroom which, presented in the form of a video game, is immersive, engaging and educational.
Meta!Blast computer game: a pipeline from science to 3D art to education
NASA Astrophysics Data System (ADS)
Schneller, William; Campbell, P. J.; Bassham, Diane; Wurtele, Eve Syrkin
2012-03-01
Meta!Blast (http://www.metablast.org) is designed to address the challenges students often encounter in understanding cell and metabolic biology. Developed by faculty and students in biology, biochemistry, computer science, game design, pedagogy, art and story, Meta!Blast is being created using Maya (http://usa.autodesk.com/maya/) and the Unity 3D (http://unity3d.com/) game engine, for Macs and PCs in classrooms; it has also been exhibited in an immersive environment. Here, we describe the pipeline from protein structural data and holographic information to art to the threedimensional (3D) environment to the game engine, by which we provide a publicly-available interactive 3D cellular world that mimics a photosynthetic plant cell.
A survey on adaptive engine technology for serious games
NASA Astrophysics Data System (ADS)
Rasim, Langi, Armein Z. R.; Munir, Rosmansyah, Yusep
2016-02-01
Serious Games has become a priceless tool in learning because it can simulate abstract concept to appear more realistic. The problem faced is that the players have different ability in playing the games. This causes the players to become frustrated if the game is too difficult or to get bored if it is too easy. Serious games have non-player character (NPC) in it. The NPC should be able to adapt to the players in such a way so that the players can feel comfortable in playing the games. Because of that, serious games development must involve an adaptive engine, which is by applying a learning machine that can adapt to different players. The development of adaptive engine can be viewed in terms of the frameworks and the algorithms. Frameworks include rules based, plan based, organization description based, proficiency of player based, and learning style and cognitive state based. Algorithms include agents based and non-agent based
3D multiplayer virtual pets game using Google Card Board
NASA Astrophysics Data System (ADS)
Herumurti, Darlis; Riskahadi, Dimas; Kuswardayan, Imam
2017-08-01
Virtual Reality (VR) is a technology which allows user to interact with the virtual environment. This virtual environment is generated and simulated by computer. This technology can make user feel the sensation when they are in the virtual environment. The VR technology provides real virtual environment view for user and it is not viewed from screen. But it needs another additional device to show the view of virtual environment. This device is known as Head Mounted Device (HMD). Oculust Rift and Microsoft Hololens are the most famous HMD devices used in VR. And in 2014, Google Card Board was introduced at Google I/O developers conference. Google Card Board is VR platform which allows user to enjoy the VR with simple and cheap way. In this research, we explore Google Card Board to develop simulation game of raising pet. The Google Card Board is used to create view for the VR environment. The view and control in VR environment is built using Unity game engine. And the simulation process is designed using Finite State Machine (FSM). This FSM can help to design the process clearly. So the simulation process can describe the simulation of raising pet well. Raising pet is fun activity. But sometimes, there are many conditions which cause raising pet become difficult to do, i.e. environment condition, disease, high cost, etc. this research aims to explore and implement Google Card Board in simulation of raising pet.
Holographic Rovers: Augmented Reality and the Microsoft HoloLens
NASA Technical Reports Server (NTRS)
Toler, Laura
2017-01-01
Augmented Reality is an emerging field in technology, and encompasses Head Mounted Displays, smartphone apps, and even projected images. HMDs include the Meta 2, Magic Leap, Avegant Light Field, and the Microsoft HoloLens, which is evaluated specifically. The Microsoft HoloLens is designed to be used as an AR personal computer, and is being optimized with that goal in mind. Microsoft allied with the Unity3D game engine to create an SDK for interested application developers that can be used in the Unity environment.
NASA Technical Reports Server (NTRS)
2008-01-01
NASA s advanced visual simulations are essential for analyses associated with life cycle planning, design, training, testing, operations, and evaluation. Kennedy Space Center, in particular, uses simulations for ground services and space exploration planning in an effort to reduce risk and costs while improving safety and performance. However, it has been difficult to circulate and share the results of simulation tools among the field centers, and distance and travel expenses have made timely collaboration even harder. In response, NASA joined with Valador Inc. to develop the Distributed Observer Network (DON), a collaborative environment that leverages game technology to bring 3-D simulations to conventional desktop and laptop computers. DON enables teams of engineers working on design and operations to view and collaborate on 3-D representations of data generated by authoritative tools. DON takes models and telemetry from these sources and, using commercial game engine technology, displays the simulation results in a 3-D visual environment. Multiple widely dispersed users, working individually or in groups, can view and analyze simulation results on desktop and laptop computers in real time.
Game engines and immersive displays
NASA Astrophysics Data System (ADS)
Chang, Benjamin; Destefano, Marc
2014-02-01
While virtual reality and digital games share many core technologies, the programming environments, toolkits, and workflows for developing games and VR environments are often distinct. VR toolkits designed for applications in visualization and simulation often have a different feature set or design philosophy than game engines, while popular game engines often lack support for VR hardware. Extending a game engine to support systems such as the CAVE gives developers a unified development environment and the ability to easily port projects, but involves challenges beyond just adding stereo 3D visuals. In this paper we outline the issues involved in adapting a game engine for use with an immersive display system including stereoscopy, tracking, and clustering, and present example implementation details using Unity3D. We discuss application development and workflow approaches including camera management, rendering synchronization, GUI design, and issues specific to Unity3D, and present examples of projects created for a multi-wall, clustered, stereoscopic display.
A Study on the Game Programming Education Based on Educational Game Engine at School
ERIC Educational Resources Information Center
Jeon, Jongho; Kim, Kwanwoong; Jung, Soonyoung
2012-01-01
It is believed that the game programming education at school should be conducted in consideration of an individual student's ability, an elementary programmer. Language to be used in the programming education also need to be associated with the ones that are actually used in the game industry. Lately, many researches on the educational programming…
ERIC Educational Resources Information Center
Lui, Richard W. C.; Au, Cheuk Hang
2018-01-01
This article describes how different literatures have suggested the positive role of educational games in students' learning, but it can be hard to find an existing game for student learning. Some lecturers may try to develop a game for their courses, but there were not many effective models for educational board game development. The authors have…
NASA Technical Reports Server (NTRS)
Barnett, Gregory
2017-01-01
Science mission studies require spacecraft propulsion systems that are high-performance, lightweight, and compact. Highly matured technology and low-cost, short development time of the propulsion system are also very desirable. The Deep Space Engine (DSE) 100-lbf thruster is being developed to meet these needs. The overall goal of this game changing technology project is to qualify the DSE thrusters along with 5-lbf attitude control thrusters for space flight and for inclusion in science and exploration missions. The aim is to perform qualification tests representative of mission duty cycles. Most exploration missions are constrained by mass, power and cost. As major propulsion components, thrusters are identified as high-risk, long-lead development items. NASA spacecraft primarily rely on 1960s' heritage in-space thruster designs and opportunities exist for reducing size, weight, power, and cost through the utilization of modern materials and advanced manufacturing techniques. Advancements in MON-25/MMH hypergolic bipropellant thrusters represent a promising avenue for addressing these deficiencies with tremendous mission enhancing benefits. DSE is much lighter and costs less than currently available thrusters in comparable thrust classes. Because MON-25 propellants operate at lower temperatures, less power is needed for propellant conditioning for in-space propulsion applications, especially long duration and/or deep-space missions. Reduced power results in reduced mass for batteries and solar panels. DSE is capable of operating at a wide propellant temperature range (between -22 F and 122 F) while a similar existing thruster operates between 45 F and 70 F. Such a capability offers robust propulsion operation as well as flexibility in design. NASA's Marshall Space Flight Center evaluated available operational Missile Defense Agency heritage thrusters suitable for the science and lunar lander propulsion systems.
Augmented reality application for industrial non-destructive inspection training
NASA Astrophysics Data System (ADS)
Amza, Catalin Gheorghe; Zapciu, Aurelian; Teodorescu, Octav
2018-02-01
Such a technology - Augmented Reality (AR) has great potential of use, especially for training purposes of new operators on using expensive equipment. In this context, the paper presents an augmented reality training system developed for phased-array ultrasonic non-destructive testing (NDT) equipment. The application has been developed using Unity 5.6.0 game-engine platform integrated with Vuforia sdk toolkit for devices with Android operating system. The test results performed by several NDT operators showed good results, thus proving the potential of using the application in the industrial field.
Modeling intelligent agent beliefs in a card game scenario
NASA Astrophysics Data System (ADS)
Gołuński, Marcel; Tomanek, Roman; WÄ siewicz, Piotr
In this paper we explore the problem of intelligent agent beliefs. We model agent beliefs using multimodal logics of belief, KD45(m) system implemented as a directed graph depicting Kripke semantics, precisely. We present a card game engine application which allows multiple agents to connect to a given game session and play the card game. As an example simplified version of popular Saboteur card game is used. Implementation was done in Java language using following libraries and applications: Apache Mina, LWJGL.
Video games for diabetes self-management: examples and design strategies.
Lieberman, Debra A
2012-07-01
The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called "Serious Games for Diabetes, Obesity, and Healthy Lifestyle." As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players' diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms "diabetes" and "game." Games were selected if they addressed diabetes self-management skills. © 2012 Diabetes Technology Society.
2011-09-01
Anthony Ciavarelli Second Reader: Roberto de Beauclair THIS PAGE INTENTIONALLY LEFT BLANK i...Ciavarelli Thesis Co-Advisor Roberto de Beauclair Second Reader Mathias Kolsch Chair, Modeling, Virtual Environments, and Simulation
NASA Astrophysics Data System (ADS)
Hussey, K.; Doronila, P.; Kulikov, A.; Lane, K.; Upchurch, P.; Howard, J.; Harvey, S.; Woodmansee, L.
2008-09-01
With the recent releases of both Google's "Sky" and Microsoft's "WorldWide Telescope" and the large and increasing popularity of video games, the time is now for using these tools, and those crafted at NASA's Jet Propulsion Laboratory, to engage the public in astronomy like never before. This presentation will use "Cassini at Saturn Interactive Explorer " (CASSIE) to demonstrate the power of web-based video-game engine technology in providing the public a "first-person" look at space exploration. The concept of virtual space exploration is to allow the public to "see" objects in space as if they were either riding aboard or "flying" next to an ESA/NASA spacecraft. Using this technology, people are able to immediately "look" in any direction from their virtual location in space and "zoom-in" at will. Users can position themselves near Saturn's moons and observe the Cassini Spacecraft's "encounters" as they happened. Whenever real data for their "view" exists it is incorporated into the scene. Where data is missing, a high-fidelity simulation of the view is generated to fill in the scene. The observer can also change the time of observation into the past or future. Our approach is to utilize and extend the Unity 3d game development tool, currently in use by the computer gaming industry, along with JPL mission specific telemetry and instrument data to build our virtual explorer. The potential of the application of game technology for the development of educational curricula and public engagement are huge. We believe this technology can revolutionize the way the general public and the planetary science community views ESA/NASA missions and provides an educational context that is attractive to the younger generation. This technology is currently under development and application at JPL to assist our missions in viewing their data, communicating with the public and visualizing future mission plans. Real-time demonstrations of CASSIE and other applications in development will be shown. Astronomy is one of the oldest basic sciences. We should use one of today's newest communications technologies available to engage the public. We should embrace the use of web-based gaming technology to prepare the world for the International Year of Astronomy 2009.
NASA Astrophysics Data System (ADS)
Hafiz Mahayudin, Mohd; Che Mat, Ruzinoor
2016-06-01
The main objective of this paper is to discuss on the effectiveness of visualising terrain draped with Unmanned Aerial Vehicle (UAV) images generated from different contour intervals using Unity 3D game engine in online environment. The study area that was tested in this project was oil palm plantation at Sintok, Kedah. The contour data used for this study are divided into three different intervals which are 1m, 3m and 5m. ArcGIS software were used to clip the contour data and also UAV images data to be similar size for the overlaying process. The Unity 3D game engine was used as the main platform for developing the system due to its capabilities which can be launch in different platform. The clipped contour data and UAV images data were process and exported into the web format using Unity 3D. Then process continue by publishing it into the web server for comparing the effectiveness of different 3D terrain data (contour data) draped with UAV images. The effectiveness is compared based on the data size, loading time (office and out-of-office hours), response time, visualisation quality, and frame per second (fps). The results were suggest which contour interval is better for developing an effective online 3D terrain visualisation draped with UAV images using Unity 3D game engine. It therefore benefits decision maker and planner related to this field decide on which contour is applicable for their task.
Unreal Interactive Puppet Game Development Using Leap Motion
NASA Astrophysics Data System (ADS)
Huang, An-Pin; Huang, Fay; Jhu, Jing-Siang
2018-04-01
This paper proposed a novel puppet play method utilizing recent technology. An interactive puppet game has been developed based on the theme of a famous Chinese classical novel. This project was implemented using Unreal Engine, which is a leading software of integrated tools for developers to design and build games. On the other hand, Leap Motion Controller is a sensor device for recognizing hand movements and gestures. It is commonly used in systems which require close-range finger-based user interaction. In order to manipulate puppets’ movements, the developed program employs the Leap Motion SDK, which provides a friendly way to add motion-controlled 3D hands to an Unreal game. The novelty of our project is to replace 3D model of rigged hands by two 3D humanoid rigged characters. The challenges of this task are two folds. First, the skeleton structure of a human hand and a humanoid character (i.e., puppets) are totally different. Making the puppets to follow the hand poses of the user and yet ensuring reasonable puppets’ movements has not been discussed in the literatures nor in the developer forums. Second, there are only a limited number of built-in recognizable hand gestures. More recognizable hand gestures need to be created for the interactive game. This paper reports the proposed solutions to these challenges.
Federal Register 2010, 2011, 2012, 2013, 2014
2010-11-18
... DEPARTMENT OF LABOR Employment and Training Administration [TA-W-73,477] International Game..., applicable to workers of International Game Technology (IGT), Machine Accounting and ABS (Bonusing and BEII... International Game Technology (IGT), Machine Accounting and ABS (Bonusing and BEII), and Engineering. The...
2003-07-01
standard release with the publicly available "mod" interface allows us to avoid purchasing a game engine license (approximate cost $350,000) from Epic...depletion is accurately simulated for ammunition * Both contain target detection, target identification, target selection, and collision avoidance and...into other game genres such as Real-Time Strategy (RTS) games and Massively Multiplayer Online Role- Playing Games ( MMORPG ). Unfortunately these game
Motion Rehab AVE 3D: A VR-based exergame for post-stroke rehabilitation.
Trombetta, Mateus; Bazzanello Henrique, Patrícia Paula; Brum, Manoela Rogofski; Colussi, Eliane Lucia; De Marchi, Ana Carolina Bertoletti; Rieder, Rafael
2017-11-01
Recent researches about games for post-stroke rehabilitation have been increasing, focusing in upper limb, lower limb and balance situations, and showing good experiences and results. With this in mind, this paper presents Motion Rehab AVE 3D, a serious game for post-stroke rehabilitation of patients with mild stroke. The aim is offer a new technology in order to assist the traditional therapy and motivate the patient to execute his/her rehabilitation program, under health professional supervision. The game was developed with Unity game engine, supporting Kinect motion sensing input device and display devices like Smart TV 3D and Oculus Rift. It contemplates six activities considering exercises in a tridimensional space: flexion, abduction, shoulder adduction, horizontal shoulder adduction and abduction, elbow extension, wrist extension, knee flexion, and hip flexion and abduction. Motion Rehab AVE 3D also report about hits and errors to the physiotherapist evaluate the patient's progress. A pilot study with 10 healthy participants (61-75 years old) tested one of the game levels. They experienced the 3D user interface in third-person. Our initial goal was to map a basic and comfortable setup of equipment in order to adopt later. All the participants (100%) classified the interaction process as interesting and amazing for the age, presenting a good acceptance. Our evaluation showed that the game could be used as a useful tool to motivate the patients during rehabilitation sessions. Next step is to evaluate its effectiveness for stroke patients, in order to verify if the interface and game exercises contribute into the motor rehabilitation treatment progress. Copyright © 2017 Elsevier B.V. All rights reserved.
Interlanguage Pragmatics with a Pedagogical Agent: The Request Game
ERIC Educational Resources Information Center
Yang, Hui-Chun; Zapata-Rivera, Diego
2010-01-01
This article describes the development and evaluation of a computer-assisted language learning approach which integrates a finite state dialogue engine with an animated pedagogical agent. The design of the request game is theoretically motivated by interlanguage pragmatics and Long's Interaction Hypothesis. The tutoring system creates a venue in…
Effects of Game Technology on Elementary Student Learning in Mathematics
ERIC Educational Resources Information Center
Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot
2012-01-01
This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…
Evaluation of Game Engines for Cross-Platform Development of Mobile Serious Games for Health.
Kleinschmidt, Carina; Haag, Martin
2016-01-01
Studies have shown that serious games for health can improve patient compliance and help to increase the quality of medical education. Due to a growing availability of mobile devices, especially the development of cross-platform mobile apps is helpful for improving healthcare. As the development can be highly time-consuming and expensive, an alternative development process is needed. Game engines are expected to simplify this process. Therefore, this article examines the question whether using game engines for cross-platform serious games for health can simplify the development compared to the development of a plain HTML5 app. At first, a systematic review of the literature was conducted in different databases (MEDLINE, ACM and IEEE). Afterwards three different game engines were chosen, evaluated in different categories and compared to the development of a HTML5 app. This was realized by implementing a prototypical application in the different engines and conducting a utility analysis. The evaluation shows that the Marmalade engine is the best choice for development in this scenario. Furthermore, it is obvious that the game engines have great benefits against plain HTML5 development as they provide components for graphics, physics, sounds, etc. The authors recommend to use the Marmalade Engine for a cross-platform mobile Serious Game for Health.
Visualizing and modelling complex rockfall slopes using game-engine hosted models
NASA Astrophysics Data System (ADS)
Ondercin, Matthew; Hutchinson, D. Jean; Harrap, Rob
2015-04-01
Innovations in computing in the past few decades have resulted in entirely new ways to collect 3d geological data and visualize it. For example, new tools and techniques relying on high performance computing capabilities have become widely available, allowing us to model rockfalls with more attention to complexity of the rock slope geometry and rockfall path, with significantly higher quality base data, and with more analytical options. Model results are used to design mitigation solutions, considering the potential paths of the rockfall events and the energy they impart on impacted structures. Such models are currently implemented as general-purpose GIS tools and in specialized programs. These tools are used to inspect geometrical and geomechanical data, model rockfalls, and communicate results to researchers and the larger community. The research reported here explores the notion that 3D game engines provide a high speed, widely accessible platform on which to build rockfall modelling workflows and to provide a new and accessible outreach method. Taking advantage of the in-built physics capability of the 3D game codes, and ability to handle large terrains, these models are rapidly deployed and generate realistic visualizations of rockfall trajectories. Their utility in this area is as yet unproven, but preliminary research shows that they are capable of producing results that are comparable to existing approaches. Furthermore, modelling of case histories shows that the output matches the behaviour that is observed in the field. The key advantage of game-engine hosted models is their accessibility to the general public and to people with little to no knowledge of rockfall hazards. With much of the younger generation being very familiar with 3D environments such as Minecraft, the idea of a game-like simulation is intuitive and thus offers new ways to communicate to the general public. We present results from using the Unity game engine to develop 3D voxel worlds and terrain models from detailed LiDAR and photogrammetric data obtained at a complex slope above a railway corridor in British Columbia, Canada. The data was collected with sufficient frequency that single event rockfall paths were detectable, permitting the impact points and the final resting spots to be determined using LiDAR change detection methods. These specific case histories, including the high resolution, detailed slope geometry from the LiDAR data sets were modelled using game engines, as well as the conventional GIS based and specific rockfall modelling packages. The game engine results compare favourably and in some case outperform conventional tools in terms of rockfall trajectory and slope accuracy, physical realism, data handling capacity, and performance.
Using virtual environment for autonomous vehicle algorithm validation
NASA Astrophysics Data System (ADS)
Levinskis, Aleksandrs
2018-04-01
This paper describes possible use of modern game engine for validating and proving the concept of algorithm design. As the result simple visual odometry algorithm will be provided to show the concept and go over all workflow stages. Some of stages will involve using of Kalman filter in such a way that it will estimate optical flow velocity as well as position of moving camera located at vehicle body. In particular Unreal Engine 4 game engine will be used for generating optical flow patterns and ground truth path. For optical flow determination Horn and Schunck method will be applied. As the result, it will be shown that such method can estimate position of the camera attached to vehicle with certain displacement error respect to ground truth depending on optical flow pattern. For displacement rate RMS error is calculating between estimated and actual position.
ERIC Educational Resources Information Center
Oblinger, Diana G.
2012-01-01
Information technology can be a game changer in higher education, as it has been in other sectors. Information technology has brought about much of the economic growth of the past century, accelerating globalization and fostering democracy. This chapter explores many ways that information technology can be a game changer. Some are as simple as…
Video Game Programmers Learn to "Pitch"
ERIC Educational Resources Information Center
Nikirk, Martin
2007-01-01
New video and computer game ideas reach the stage of production by a company when they are "pitched" by game developers to game publishers. Learning how to "pitch" technology products has great educational value for technology education students. In this article, the author shares his experience with helping his students master…
NASA Technical Reports Server (NTRS)
Borowski, Stanley K.; McCurdy, David R.; Packard, Thomas W.
2012-01-01
The NTR represents the next evolutionary step in high performance rocket propulsion. It generates high thrust and has a specific impulse (Isp) of approx.900 seconds (s) or more V twice that of today s best chemical rockets. The technology is also proven. During the previous Rover and NERVA (Nuclear Engine for Rocket Vehicle Applications) nuclear rocket programs, 20 rocket reactors were designed, built and ground tested. These tests demonstrated: (1) a wide range of thrust; (2) high temperature carbide-based nuclear fuel; (3) sustained engine operation; (4) accumulated lifetime; and (5) restart capability V all the requirements needed for a human mission to Mars. Ceramic metal cermet fuel was also pursued, as a backup option. The NTR also has significant growth and evolution potential. Configured as a bimodal system, it can generate electrical power for the spacecraft. Adding an oxygen afterburner nozzle introduces a variable thrust and Isp capability and allows bipropellant operation. In NASA s recent Mars Design Reference Architecture (DRA) 5.0 study, the NTR was selected as the preferred propulsion option because of its proven technology, higher performance, lower launch mass, simple assembly and mission operations. In contrast to other advanced propulsion options, NTP requires no large technology scale-ups. In fact, the smallest engine tested during the Rover program V the 25,000 lbf (25 klbf) Pewee engine is sufficient for human Mars missions when used in a clustered engine arrangement. The Copernicus crewed spacecraft design developed in DRA 5.0 has significant capability and a human exploration strategy is outlined here that uses Copernicus and its key components for precursor near Earth asteroid (NEA) and Mars orbital missions prior to a Mars landing mission. Initially, the basic Copernicus vehicle can enable reusable 1-year round trip human missions to candidate NEAs like 1991 JW and Apophis in the late 2020 s to check out vehicle systems. Afterwards, the Copernicus spacecraft and its 2 key components, now configured as an Earth Return Vehicle / propellant tanker, would be used for a short round trip (approx.18 - 20 months)/short orbital stay (60 days) Mars / Phobos survey mission in 2033 using a split mission approach. The paper also discusses NASA s current Foundational Technology Development activities and its pre-decisional plans for future system-level Technology Demonstrations that include ground testing a small (approx.7.5 klbf) scalable NTR before the decade is out with a flight test shortly thereafter.
Winning or Losing the Production Game.
ERIC Educational Resources Information Center
Smith, Roger A.
1995-01-01
With the use of "The Production Game," technology teachers can introduce concepts associated with manufacturing and marketing. The game directs students in the discovery of ideas associated with material resources, technology, and laborers, the leading components of industrial manufacturing. (Author/JOW)
Short-Term Psychological Effects of Interactive Video Game Technology Exercise on Mood and Attention
ERIC Educational Resources Information Center
Russell, William D.; Newton, Mark
2008-01-01
Recent interest in interactive video game technology (IVGT) has spurred the notion that exercise from this technology may have meaningful physiological and psychological benefits for children and adolescents. The purpose of this study was to examine the short-term psychological effects of interactive video game exercise in young adults and whether…
MAGIC: Model and Graphic Information Converter
NASA Technical Reports Server (NTRS)
Herbert, W. C.
2009-01-01
MAGIC is a software tool capable of converting highly detailed 3D models from an open, standard format, VRML 2.0/97, into the proprietary DTS file format used by the Torque Game Engine from GarageGames. MAGIC is used to convert 3D simulations from authoritative sources into the data needed to run the simulations in NASA's Distributed Observer Network. The Distributed Observer Network (DON) is a simulation presentation tool built by NASA to facilitate the simulation sharing requirements of the Data Presentation and Visualization effort within the Constellation Program. DON is built on top of the Torque Game Engine (TGE) and has chosen TGE's Dynamix Three Space (DTS) file format to represent 3D objects within simulations.
Trends of Serious Games Research from 2007 to 2017: A Bibliometric Analysis
ERIC Educational Resources Information Center
Çiftci, Serdar
2018-01-01
This study examines the tendencies of studies carried out using text mining methods under the title of "serious game". A query was run for the "serious game" keyword in the Web of Science search engine to acquire the data. The study included publications that were scanned in the SCI-EXPANDED, SSCI and A&HCI indices between…
NASA's Hybrid Reality Lab: One Giant Leap for Full Dive
NASA Technical Reports Server (NTRS)
Delgado, Francisco J.; Noyes, Matthew
2017-01-01
This presentation demonstrates how NASA is using consumer VR headsets, game engine technology and NVIDIA's GPUs to create highly immersive future training systems augmented with extremely realistic haptic feedback, sound, additional sensory information, and how these can be used to improve the engineering workflow. Include in this presentation is an environment simulation of the ISS, where users can interact with virtual objects, handrails, and tracked physical objects while inside VR, integration of consumer VR headsets with the Active Response Gravity Offload System, and a space habitat architectural evaluation tool. Attendees will learn how the best elements of real and virtual worlds can be combined into a hybrid reality environment with tangible engineering and scientific applications.
Variable Cycle Engine Technology Program Planning and Definition Study
NASA Technical Reports Server (NTRS)
Westmoreland, J. S.; Stern, A. M.
1978-01-01
The variable stream control engine, VSCE-502B, was selected as the base engine, with the inverted flow engine concept selected as a backup. Critical component technologies were identified, and technology programs were formulated. Several engine configurations were defined on a preliminary basis to serve as demonstration vehicles for the various technologies. The different configurations present compromises in cost, technical risk, and technology return. Plans for possible variably cycle engine technology programs were formulated by synthesizing the technology requirements with the different demonstrator configurations.
Li, Hui; Hsueh, Yeh; Wang, Fuxing; Bai, Xuejun; Liu, Tao; Zhou, Li
2017-01-01
Research shows that preschoolers are likely to anthropomorphize not only animals, but also inanimate toy after being exposed to books that personify these objects. Can such an effect also arise through young children’s use of touch-screen games? The present study is the first to examine whether playing a touch-screen personified train game affects young children’s anthropomorphism of real trains. Seventy-nine 4- and 6-year-old children were randomly assigned to play either a touch-screen game or a board game of Thomas the Tank Engine for 10 min. They completed the Individual Differences in Anthropomorphism Questionnaire–Child Form (IDAQ-CF) (two subscales: Technology/Inanimate Nature, Animate Nature) and an additional four items about the anthropomorphism of real trains, before (T1) and after (T2) the game. Overall results showed that children manifested a small but statistically significant increase in anthropomorphizing of real trains after their exposure to both games, claiming that real trains were like humans. Interestingly, 4-year-old children in the board game group tended to anthropomorphize real trains more than those in the touch-screen group, whereas the reverse was true for the 6-year-old children. The results suggest that touch-screen games may delay the decline of children’s anthropomorphism during the cognitive and socio-emotional transition that occurs in children aged 5–7. These findings have implications for future research on how touch-screen games increase children’s anthropomorphism of the real world, and more generally, for evaluation of the influence of the growing use of touch-screen games on young children’s learning. PMID:28179891
Advanced Technology Spark-Ignition Aircraft Piston Engine Design Study
NASA Technical Reports Server (NTRS)
Stuckas, K. J.
1980-01-01
The advanced technology, spark ignition, aircraft piston engine design study was conducted to determine the improvements that could be made by taking advantage of technology that could reasonably be expected to be made available for an engine intended for production by January 1, 1990. Two engines were proposed to account for levels of technology considered to be moderate risk and high risk. The moderate risk technology engine is a homogeneous charge engine operating on avgas and offers a 40% improvement in transportation efficiency over present designs. The high risk technology engine, with a stratified charge combustion system using kerosene-based jet fuel, projects a 65% improvement in transportation efficiency. Technology enablement program plans are proposed herein to set a timetable for the successful integration of each item of required advanced technology into the engine design.
Game-Like Technology Innovation Education
ERIC Educational Resources Information Center
Magnussen, Rikke
2011-01-01
This paper examines the methodological challenges and perspectives of designing game-like scenarios for the implementation of innovation processes in school science education. This paper presents a design-based research study of a game-like innovation scenario designed for technology education for Danish public school students aged 13-15. Students…
Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges
Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc
2013-01-01
The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/. PMID:23483961
Visualizing relativity: The OpenRelativity project
NASA Astrophysics Data System (ADS)
Sherin, Zachary W.; Cheu, Ryan; Tan, Philip; Kortemeyer, Gerd
2016-05-01
We present OpenRelativity, an open-source toolkit to simulate effects of special relativity within the popular Unity game engine. Intended for game developers, educators, and anyone interested in physics, OpenRelativity can help people create, test, and share experiments to explore the effects of special relativity. We describe the underlying physics and some of the implementation details of this toolset with the hope that engaging games and interactive relativistic "laboratory" experiments might be implemented.
Engine Seal Technology Requirements to Meet NASA's Advanced Subsonic Technology Program Goals
NASA Technical Reports Server (NTRS)
Steinetz, Bruce M.; Hendricks, Robert C.
1994-01-01
Cycle studies have shown the benefits of increasing engine pressure ratios and cycle temperatures to decrease engine weight and improve performance of commercial turbine engines. NASA is working with industry to define technology requirements of advanced engines and engine technology to meet the goals of NASA's Advanced Subsonic Technology Initiative. As engine operating conditions become more severe and customers demand lower operating costs, NASA and engine manufacturers are investigating methods of improving engine efficiency and reducing operating costs. A number of new technologies are being examined that will allow next generation engines to operate at higher pressures and temperatures. Improving seal performance - reducing leakage and increasing service life while operating under more demanding conditions - will play an important role in meeting overall program goals of reducing specific fuel consumption and ultimately reducing direct operating costs. This paper provides an overview of the Advanced Subsonic Technology program goals, discusses the motivation for advanced seal development, and highlights seal technology requirements to meet future engine performance goals.
Game on, science - how video game technology may help biologists tackle visualization challenges.
Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc
2013-01-01
The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.
ERIC Educational Resources Information Center
Webb, Angela W.; Bunch, J. C.; Wallace, Maria F.
2015-01-01
In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based…
Tactical Behavior Mining of a Soldier-Based Gaming Environment (Briefing Charts)
2016-05-23
U.S. ARMY TANK AUTOMOTIVE RESEARCH, DEVELOPMENT AND ENGINEERING CENTER Tactical Behavior Mining of a Soldier-Based Gaming Environment 5/23/2016 …Plus...Distribution Statement A. Approved for public release; distribution is unlimited. 4 One Solution: Use a Physics-Based Game Environment TARDEC VIRTUAL...EXPERIMENTS CAPABILITY VBS3 Training Game ុ Soldier Experiments 2-3 Days = Several Refights Lickert Subjective Questionaires ESP Engine
Calculating Solar Energy Potential of Buildings and Visualization Within Unity 3d Game Engine
NASA Astrophysics Data System (ADS)
Buyuksalih, G.; Bayburt, S.; Baskaraca, A. P.; Karim, H.; Rahman, A. Abdul
2017-10-01
Solar energy modelling is increasingly popular, important, and economic significant in solving energy crisis for big cities. It is a clean and renewable resource of energy that can be utilized to accommodate individual or group of buildings electrical power as well as for indoor heating. Implementing photovoltaic system (PV) in urban areas is one of the best options to solve power crisis over expansion of urban and the growth of population. However, as the spaces for solar panel installation in cities are getting limited nowadays, the available strategic options are only at the rooftop and façade of the building. Thus, accurate information and selecting building with the highest potential solar energy amount collected is essential in energy planning, environmental conservation, and sustainable development of the city. Estimating the solar energy/radiation from rooftop and facade are indeed having a limitation - the shadows from other neighbouring buildings. The implementation of this solar estimation project for Istanbul uses CityGML LoD2-LoD3. The model and analyses were carried out using Unity 3D Game engine with development of several customized tools and functionalities. The results show the estimation of potential solar energy received for the whole area per day, week, month and year thus decision for installing the solar panel could be made. We strongly believe the Unity game engine platform could be utilized for near future 3D mapping visualization purposes.
Developing the Systems Engineering Experience Accelerator (SEEA) Prototype and Roadmap
2013-12-31
information to be automatically presented without comment. 2.2.2 NEW FEATURES AND CAPABILITIES A number of new multiplayer capabilities were...2.4.1 OVERVIEW The EA game engine has two components: the runtime engine and the tools suite. The tools suite includes the Experience Development...the Learner. Figure 6: Experience Accelerator Logical Block Diagram The EARTE is a multiuser architecture for internet gaming . It has light
Small Engine Component Technology (SECT) study
NASA Technical Reports Server (NTRS)
Larkin, T. R.
1986-01-01
The objective of this study is to identify high payoff technologies for year 2000 small gas turbine engines, and to provide a technology plan to guide research and technology efforts toward revolutionizing the small gas turbine technology base. The goal is to define the required technology to provide a 30 percent reduction in mission fuel burned, to reduce direct operating costs by at least 10 percent, and to provide increased reliability and durability of the gas turbine propulsion system. The baseline established to evaluate the year 2000 technology base was an 8-passenger commercial tilt-rotor aircraft powered by a current technology gas turbine engine. Three basic engine cycles were studied: the simple cycle engine, a waste heat recovery cycle, and a wave rotor engine cycle. For the simple cycle engine, two general arrangements were considered: the traditional concentric spool arrangement and a nonconcentric spool arrangement. Both a regenerative and a recuperative cycle were studied for the waste heat recovery cycle.
NASA Astrophysics Data System (ADS)
Webb, Angela W.; Bunch, J. C.; Wallace, Maria F. G.
2015-12-01
In today's technological age, visions for technology integration in the classroom continue to be explored and examined. Digital game-based learning is one way to purposefully integrate technology while maintaining a focus on learning objectives. This case study sought to understand agriscience teachers' experiences implementing digital game-based learning in an introductory animal science course. From interviews with agriscience teachers on their experiences with the game, three themes emerged: (1) the constraints of inadequate and inappropriate technologies, and time to game implementation; (2) the shift in teacher and student roles necessitated by implementing the game; and (3) the inherent competitive nature of learning through the game. Based on these findings, we recommend that pre-service and in-service professional development opportunities be developed for teachers to learn how to implement digital game-based learning effectively. Additionally, with the potential for simulations that address cross-cutting concepts in the next generation science standards, digital game-based learning should be explored in various science teaching and learning contexts.
Design of a Serious Game for Handling Obstetrical Emergencies.
Jean Dit Gautier, Estelle; Bot-Robin, Virginie; Libessart, Aurélien; Doucède, Guillaume; Cosson, Michel; Rubod, Chrystèle
2016-12-21
The emergence of new technologies in the obstetrical field should lead to the development of learning applications, specifically for obstetrical emergencies. Many childbirth simulations have been recently developed. However, to date none of them have been integrated into a serious game. Our objective was to design a new type of immersive serious game, using virtual glasses to facilitate the learning of pregnancy and childbirth pathologies. We have elaborated a new game engine, placing the student in some maternity emergency situations and delivery room simulations. A gynecologist initially wrote a scenario based on a real clinical situation. He also designed, along with an educational engineer, a tree diagram, which served as a guide for dialogues and actions. A game engine, especially developed for this case, enabled us to connect actions to the graphic universe (fully 3D modeled and based on photographic references). We used the Oculus Rift in order to immerse the player in virtual reality. Each action in the game was linked to a certain number of score points, which could either be positive or negative. Different pathological pregnancy situations have been targeted and are as follows: care of spontaneous miscarriage, threat of preterm birth, forceps operative delivery for fetal abnormal heart rate, and reduction of a shoulder dystocia. The first phase immerses the learner into an action scene, as a doctor. The second phase ask the student to make a diagnosis. Once the diagnosis is made, different treatments are suggested. Our serious game offers a new perspective for obstetrical emergency management trainings and provides students with active learning by immersing them into an environment, which recreates all or part of the real obstetrical world of emergency. It is consistent with the latest recommendations, which clarify the importance of simulation in teaching and in ongoing professional development. ©Estelle Jean dit Gautier, Virginie Bot-Robin, Aurélien Libessart, Guillaume Doucède, Michel Cosson, Chrystèle Rubod. Originally published in JMIR Serious Games (http://games.jmir.org), 21.12.2016.
Small Engine Component Technology (SECT) study
NASA Technical Reports Server (NTRS)
Singh, B.
1986-01-01
Small advanced (450 to 850 pounds thrust, 2002 to 3781 N) gas turbine engines were studied for a subsonic strategic cruise missile application, using projected year 2000 technology. An aircraft, mission characteristics, and baseline (state-of-the-art) engine were defined to evaluate technology benefits. Engine performance and configuration analyses were performed for two and three spool turbofan and propfan engine concepts. Mission and Life Cycle Cost (LCC) analyses were performed in which the candidate engines were compared to the baseline engines over a prescribed mission. The advanced technology engines reduced system LCC up to 41 percent relative to the baseline engine. Critical aerodynamic, materials, and mechanical systems turbine engine technologies were identified and program plans were defined for each identified critical technology.
NASA Technical Reports Server (NTRS)
Pettit, C. D.; Barkhoudarian, S.; Daumann, A. G., Jr.; Provan, G. M.; ElFattah, Y. M.; Glover, D. E.
1999-01-01
In this study, we proposed an Advanced Health Management System (AHMS) functional architecture and conducted a technology assessment for liquid propellant rocket engine lifecycle health management. The purpose of the AHMS is to improve reusable rocket engine safety and to reduce between-flight maintenance. During the study, past and current reusable rocket engine health management-related projects were reviewed, data structures and health management processes of current rocket engine programs were assessed, and in-depth interviews with rocket engine lifecycle and system experts were conducted. A generic AHMS functional architecture, with primary focus on real-time health monitoring, was developed. Fourteen categories of technology tasks and development needs for implementation of the AHMS were identified, based on the functional architecture and our assessment of current rocket engine programs. Five key technology areas were recommended for immediate development, which (1) would provide immediate benefits to current engine programs, and (2) could be implemented with minimal impact on the current Space Shuttle Main Engine (SSME) and Reusable Launch Vehicle (RLV) engine controllers.
EPA's Environmental Technology Verification Program has tested New Condensator Inc.'s Condensator Diesel Engine Retrofit Crankcase Ventilation System. Brake specific fuel consumption (BSFC), the ratio of engine fuel consumption to the engine power output, was evaluated for engine...
Advanced High Pressure O2/H2 Technology
NASA Technical Reports Server (NTRS)
Morea, S. F. (Editor); Wu, S. T. (Editor)
1985-01-01
Activities in the development of advanced high pressure oxygen-hydrogen stage combustion rocket engines are reported. Particular emphasis is given to the Space Shuttle main engine. The areas of engine technology discussed include fracture and fatigue in engine components, manufacturing and producibility engineering, materials, bearing technology, structure dynamics, fluid dynamics, and instrumentation technology.
Advanced General Aviation Turbine Engine (GATE) study
NASA Technical Reports Server (NTRS)
Smith, R.; Benstein, E. H.
1979-01-01
The small engine technology requirements suitable for general aviation service in the 1987 to 1988 time frame were defined. The market analysis showed potential United States engines sales of 31,500 per year providing that the turbine engine sales price approaches current reciprocating engine prices. An optimum engine design was prepared for four categories of fixed wing aircraft and for rotary wing applications. A common core approach was derived from the optimum engines that maximizes engine commonality over the power spectrum with a projected price competitive with reciprocating piston engines. The advanced technology features reduced engine cost, approximately 50 percent compared with current technology.
ERIC Educational Resources Information Center
Chuang, Tsung-Yen; Huang, Yun-Hsuan
2015-01-01
Mobile technology has rapidly made digital games a popular entertainment to this digital generation, and thus digital game design received considerable attention in both the game industry and design education. Digital game design involves diverse dimensions in which digital game story design (DGSD) particularly attracts our interest, as the…
Gender and Cultural Differences in Game-Based Learning Experiences
ERIC Educational Resources Information Center
Lukosch, Heide; Kurapati, Shalini; Groen, Daan; Verbraeck, Alexander
2017-01-01
Games have been successfully used in educational settings for many years. Still, it is not known in detail which factors influence the use and effectiveness of educational games. The game environment, its technology, and other game mechanics are factors directly linked to the game itself. The player's experience with the subject of the game and/or…
Design and development of the mobile game based on the J2ME technology
NASA Astrophysics Data System (ADS)
He, Junhua
2011-12-01
With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.
Design and development of the mobile game based on the J2ME technology
NASA Astrophysics Data System (ADS)
He, JunHua
2012-01-01
With the continuous improvement of mobile performance, mobile entertainment applications market trend has been increasingly clear, mobile entertainment applications will be after the PC entertainment applications is another important business growth. Through the full analysis of the current mobile entertainment applications market demand and trends, the author has accumulated a lot of theoretical knowledge and practical experience. Rational, using of some new technology for a mobile entertainment games design, and described the development of key technologies required for mobile game an analysis and design of the game, and to achieve a complete game development. Light of the specific mobile game project - "Battle City", detailed the development of a mobile game based on the J2ME platform, the basic steps and the various key elements, focusing on how to use object-oriented thinking on the role of mobile phones in the abstract and Game Animation package, the source code with specific instructions.
Recent Technology Advances in Distributed Engine Control
NASA Technical Reports Server (NTRS)
Culley, Dennis
2017-01-01
This presentation provides an overview of the work performed at NASA Glenn Research Center in distributed engine control technology. This is control system hardware technology that overcomes engine system constraints by modularizing control hardware and integrating the components over communication networks.
Performance Benefits for a Turboshaft Engine Using Nonlinear Engine Control Technology Investigated
NASA Technical Reports Server (NTRS)
Jones, Scott M.
2004-01-01
The potential benefits of nonlinear engine control technology applied to a General Electric T700 helicopter engine were investigated. This technology is being developed by the U.S. Navy SPAWAR Systems Center for a variety of applications. When used as a means of active stability control, nonlinear engine control technology uses sensors and small amounts of injected air to allow compressors to operate with reduced stall margin, which can improve engine pressure ratio. The focus of this study was to determine the best achievable reduction in fuel consumption for the T700 turboshaft engine. A customer deck (computer code) was provided by General Electric to calculate the T700 engine performance, and the NASA Glenn Research Center used this code to perform the analysis. The results showed a 2- to 5-percent reduction in brake specific fuel consumption (BSFC) at the three Sikorsky H-60 helicopter operating points of cruise, loiter, and hover.
NASA Technical Reports Server (NTRS)
Beltran, Luis R.; Griffin, Thomas A.
2004-01-01
The U.S. Army Vehicle Technology Directorate at the NASA Glenn Research Center has been directed by their parent command, the U.S. Army Research Laboratory (ARL), to demonstrate active stall technology in a turboshaft engine as the next step in transitioning this technology to the Army and aerospace industry. Therefore, the Vehicle Technology Directorate requested the reactivation of Glenn's Engine Components Research Lab, Cell 2B, (ECRL 2B). They wanted to test a T700 engine that had been used previously for turboshaft engine research as a partnership between the Army and NASA on small turbine engine research. ECRL 2B had been placed in standby mode in 1997. Glenn's Testing Division initiated reactivation in May 2002 to support the new research effort, and they completed reactivation and improvements in September 2003.
Assistive Awareness in Smart Grids
NASA Astrophysics Data System (ADS)
Bourazeri, Aikaterini; Almajano, Pablo; Rodriguez, Inmaculada; Lopez-Sanchez, Maite
The following sections are included: * Introduction * Background * The User-Infrastructure Interface * User Engagement through Assistive Awareness * Research Impact * Serious Games for Smart Grids * Serious Game Technology * Game scenario * Game mechanics * Related Work * Summary and Conclusions
Using game engine for 3D terrain visualisation of GIS data: A review
NASA Astrophysics Data System (ADS)
Che Mat, Ruzinoor; Shariff, Abdul Rashid Mohammed; Nasir Zulkifli, Abdul; Shafry Mohd Rahim, Mohd; Hafiz Mahayudin, Mohd
2014-06-01
This paper reviews on the 3D terrain visualisation of GIS data using game engines that are available in the market as well as open source. 3D terrain visualisation is a technique used to visualise terrain information from GIS data such as a digital elevation model (DEM), triangular irregular network (TIN) and contour. Much research has been conducted to transform the 2D view of map to 3D. There are several terrain visualisation softwares that are available for free, which include Cesium, Hftool and Landserf. This review paper will help interested users to better understand the current state of art in 3D terrain visualisation of GIS data using game engines.
The Environmental Technology Verification report discusses the technology and performance of the Lubrizol Engine Control Systems Purifilter SC17L manufactured by Lubrizol Engine Control Systems. The technology is a precious and base metal, passively regenerated particulate filter...
Video Game Acceptance: A Meta-Analysis of the Extended Technology Acceptance Model.
Wang, Xiaohui; Goh, Dion Hoe-Lian
2017-11-01
The current study systematically reviews and summarizes the existing literature of game acceptance, identifies the core determinants, and evaluates the strength of the relationships in the extended technology acceptance model. Moreover, this study segments video games into two categories: hedonic and utilitarian and examines player acceptance of these two types separately. Through a meta-analysis of 50 articles, we find that perceived ease of use (PEOU), perceived usefulness (PU), and perceived enjoyment (PE) significantly associate with attitude and behavioral intention. PE is the dominant predictor of hedonic game acceptance, while PEOU and PU are the main determinants of utilitarian game acceptance. Furthermore, we find that respondent type and game platform are significant moderators. Findings of this study provide critical insights into the phenomenon of game acceptance and suggest directions for future research.
Preparing Instructional Designers for Game-Based Learning: Part 1
ERIC Educational Resources Information Center
Hirumi, Atsusi; Appelman, Bob; Rieber, Lloyd; Van Eck, Richard
2010-01-01
Like many rapidly growing industries, advances in video game technology are far outpacing research on its design and effectiveness. Relatively little is understood about how to apply what we know about teaching and learning to optimize game-based learning. For the most part, instructional designers know little about game development and video game…
An Historical Perspective of the NERVA Nuclear Rocket Engine Technology Program
NASA Technical Reports Server (NTRS)
Robbins, W. H.; Finger, H. B.
1991-01-01
Nuclear rocket research and development was initiated in the United States in 1955 and is still being pursued to a limited extent. The major technology emphasis occurred in the decade of the 1960s and was primarily associated with the Rover/NERVA Program where the technology for a nuclear rocket engine system for space application was developed and demonstrated. The NERVA (Nuclear Engine for Rocket Vehicle Application) technology developed twenty years ago provides a comprehensive and viable propulsion technology base that can be applied and will prove to be valuable for application to the NASA Space Exploration Initiative (SEI). This paper, which is historical in scope, provides an overview of the conduct of the NERVA Engine Program, its organization and management, development philosophy, the engine configuration, and significant accomplishments.
Integrating an Educational Game in Moodle LMS
ERIC Educational Resources Information Center
Minovic, Miroslav; Milovanovic, Milos; Minovic, Jelena; Starcevic, Dusan
2012-01-01
The authors present a learning platform based on a computer game. Learning games combine two industries: education and entertainment, which is often called "Edutainment." The game is realized as a strategic game (similar to Risk[TM]), implemented as a module for Moodle CMS, utilizing Java Applet technology. Moodle is an open-source course…
NASA Technical Reports Server (NTRS)
Robuck, Mark; Wilkerson, Joseph; Maciolek, Robert; Vonderwell, Dan
2012-01-01
A multi-year study was conducted under NASA NNA06BC41C Task Order 10 and NASA NNA09DA56C task orders 2, 4, and 5 to identify the most promising propulsion system concepts that enable rotor cruise tip speeds down to 54% of the hover tip speed for a civil tiltrotor aircraft. Combinations of engine RPM reduction and 2-speed drive systems were evaluated. Three levels of engine and the drive system advanced technology were assessed; 2015, 2025 and 2035. Propulsion and drive system configurations that resulted in minimum vehicle gross weight were identified. Design variables included engine speed reduction, drive system speed reduction, technology, and rotor cruise propulsion efficiency. The NASA Large Civil Tiltrotor, LCTR, aircraft served as the base vehicle concept for this study and was resized for over thirty combinations of operating cruise RPM and technology level, quantifying LCTR2 Gross Weight, size, and mission fuel. Additional studies show design sensitivity to other mission ranges and design airspeeds, with corresponding relative estimated operational cost. The lightest vehicle gross weight solution consistently came from rotor cruise tip speeds between 422 fps and 500 fps. Nearly equivalent results were achieved with operating at reduced engine RPM with a single-speed drive system or with a two-speed drive system and 100% engine RPM. Projected performance for a 2025 engine technology provided improved fuel flow over a wide range of operating speeds relative to the 2015 technology, but increased engine weight nullified the improved fuel flow resulting in increased aircraft gross weights. The 2035 engine technology provided further fuel flow reduction and 25% lower engine weight, and the 2035 drive system technology provided a 12% reduction in drive system weight. In combination, the 2035 technologies reduced aircraft takeoff gross weight by 14% relative to the 2015 technologies.
NASA Technical Reports Server (NTRS)
Stephenson, Frank W., Jr.
1988-01-01
The NASA Earth-to-Orbit (ETO) Propulsion Technology Program is dedicated to advancing rocket engine technologies for the development of fully reusable engine systems that will enable space transportation systems to achieve low cost, routine access to space. The program addresses technology advancements in the areas of engine life extension/prediction, performance enhancements, reduced ground operations costs, and in-flight fault tolerant engine operations. The primary objective is to acquire increased knowledge and understanding of rocket engine chemical and physical processes in order to evolve more realistic analytical simulations of engine internal environments, to derive more accurate predictions of steady and unsteady loads, and using improved structural analyses, to more accurately predict component life and performance, and finally to identify and verify more durable advanced design concepts. In addition, efforts were focused on engine diagnostic needs and advances that would allow integrated health monitoring systems to be developed for enhanced maintainability, automated servicing, inspection, and checkout, and ultimately, in-flight fault tolerant engine operations.
NASA Technical Reports Server (NTRS)
Sallee, G. P.
1973-01-01
The advanced technology requirements for an advanced high speed commercial tranport engine are presented. The results of the phase 1 study effort cover the following areas: (1) statement of an airline's major objectives for future transport engines, (2) airline's method of evaluating engine proposals, (3) description of an optimum engine for a long range subsonic commercial transport including installation and critical design features, (4) discussion of engine performance problems and experience with performance degradation, (5) trends in engine and pod prices with increasing technology and objectives for the future, (6) discussion of the research objectives for composites, reversers, advanced components, engine control systems, and devices to reduce the impact of engine stall, and (7) discussion of the airline objectives for noise and pollution reduction.
2013-05-01
environmental objects are used to immerse the user in a 3D visualisation of the simulated war game. ADFStealthViewer has several ADF produced 3D models...OpenGL, audio , and networking devices. Some advanced functionality of the engine relies on modern graphics pixel and vertex shaders. These advanced
NASA Technical Reports Server (NTRS)
Hanold, Gregg T.; Hanold, David T.
2010-01-01
This paper presents a new Route Generation Algorithm that accurately and realistically represents human route planning and navigation for Military Operations in Urban Terrain (MOUT). The accuracy of this algorithm in representing human behavior is measured using the Unreal Tournament(Trademark) 2004 (UT2004) Game Engine to provide the simulation environment in which the differences between the routes taken by the human player and those of a Synthetic Agent (BOT) executing the A-star algorithm and the new Route Generation Algorithm can be compared. The new Route Generation Algorithm computes the BOT route based on partial or incomplete knowledge received from the UT2004 game engine during game play. To allow BOT navigation to occur continuously throughout the game play with incomplete knowledge of the terrain, a spatial network model of the UT2004 MOUT terrain is captured and stored in an Oracle 11 9 Spatial Data Object (SOO). The SOO allows a partial data query to be executed to generate continuous route updates based on the terrain knowledge, and stored dynamic BOT, Player and environmental parameters returned by the query. The partial data query permits the dynamic adjustment of the planned routes by the Route Generation Algorithm based on the current state of the environment during a simulation. The dynamic nature of this algorithm more accurately allows the BOT to mimic the routes taken by the human executing under the same conditions thereby improving the realism of the BOT in a MOUT simulation environment.
Automotive Stirling Engine Development Project
NASA Technical Reports Server (NTRS)
Ernst, William D.; Shaltens, Richard K.
1997-01-01
The development and verification of automotive Stirling engine (ASE) component and system technology is described as it evolved through two experimental engine designs: the Mod 1 and the Mod 2. Engine operation and performance and endurance test results for the Mod 1 are summarized. Mod 2 engine and component development progress is traced from the original design through hardware development, laboratory test, and vehicle installation. More than 21,000 hr of testing were accomplished, including 4800 hr with vehicles that were driven more dm 59,000 miles. Mod 2 engine dynamometer tests demonstrated that the engine system configuration had accomplished its performance goals for power (60 kW) and efficiency (38.5%) to within a few percent. Tests with the Mod 2 engine installed in a delivery van demonstrated combined metro-highway fuel economy improvements consistent with engine performance goals and the potential for low emission levels. A modified version of the Mod 2 has been identified as a manufacturable design for an ASE. As part of the ASE project, the Industry Test and Evaluation Program (ITEP), NASA Technology Utilization (TU) project, and the industry-funded Stirling Natural Gas Engine program were undertaken to transfer ASE technology to end users. The results of these technology transfer efforts are also summarized.
The Influence of an Educational Computer Game on Children's Cultural Identities
ERIC Educational Resources Information Center
Chen, Hsiang-Ping; Lien, Chi-Jui; Annetta, Len; Lu, Yu-Ling
2010-01-01
This study develops an educational computer game, FORmosaHope (FH), to explore the influences that an educational computer game might have on children's cultural identities. FH is a role-playing game, in which children can actively explore a mini-world to learn about science, technology, and society. One hundred and thirty sixth-graders, about…
ERIC Educational Resources Information Center
Mann, Mark D.
2017-01-01
In the 21st Century, Educators are called to thinking in broader terms about the purpose of technology in engaging learners to work on tasks that are meaningful to them. Through technology, as described in this paper, the researcher has attempted to broaden student engagement level by developing a more engaging online game framework. The research…
The educational game design on relation and functionmaterials
NASA Astrophysics Data System (ADS)
Pramuditya, S. A.; Noto, M. S.; Syaefullah, D.
2018-05-01
Information technology development is certainly very helpful and important for life, especially for education. Media is always associated with technology. Media is considered important because as a tool in the learning process both inside and outside the classroom and can also be used in the framework of communication and interaction with teachers and students in the learning process. Smartphone technology is currently growing very rapidly, especially for Android platform. Game is one of the entertainment media that becomes an option to eliminate boring or just to spend a time. Educational games specifically designed to teach users a particular learning, developing concepts and understanding and guiding them in training their abilities and motivating them to play it. Game of mathematics education is a game inserted by mathematics learning content. This article discusses development research of designing educational game. The purpose of this research was to produce educational games on relation and function, which should be valid and practical. This research adapts the development model of ADDIE, restricted by analysis, design, and development. Data were collected from validation and practical sheets then were analysed descriptively. Based on the results of data analysis, our educational game was valid and practical.
Technology Helps Students Transcend Part-Whole Concepts
ERIC Educational Resources Information Center
Norton, Anderson; Wilkins, Jesse L. M.; Evans, Michael A.; Deater-Deckard, Kirby; Balci, Osman; Chang, Mido
2014-01-01
The authors introduce an educational video game (application, or "app"), "CandyFactory Educational Game," designed to promote students' development of partitive understanding of fractions while demonstrating the critical need to promote that development. The app includes essential game features of immediate feedback,…
Critical Low-Noise Technologies Being Developed for Engine Noise Reduction Systems Subproject
NASA Technical Reports Server (NTRS)
Grady, Joseph E.; Civinskas, Kestutis C.
2004-01-01
NASA's previous Advanced Subsonic Technology (AST) Noise Reduction Program delivered the initial technologies for meeting a 10-year goal of a 10-dB reduction in total aircraft system noise. Technology Readiness Levels achieved for the engine-noise-reduction technologies ranged from 4 (rig scale) to 6 (engine demonstration). The current Quiet Aircraft Technology (QAT) project is building on those AST accomplishments to achieve the additional noise reduction needed to meet the Aerospace Technology Enterprise's 10-year goal, again validated through a combination of laboratory rig and engine demonstration tests. In order to meet the Aerospace Technology Enterprise goal for future aircraft of a 50- reduction in the perceived noise level, reductions of 4 dB are needed in both fan and jet noise. The primary objectives of the Engine Noise Reduction Systems (ENRS) subproject are, therefore, to develop technologies to reduce both fan and jet noise by 4 dB, to demonstrate these technologies in engine tests, and to develop and experimentally validate Computational Aero Acoustics (CAA) computer codes that will improve our ability to predict engine noise.
Design and implementation of a non-linear symphonic soundtrack of a video game
NASA Astrophysics Data System (ADS)
Sporka, Adam J.; Valta, Jan
2017-10-01
The music in the contemporary video games is often interactive. The music playback is based on transitions between pieces of available music material. These transitions happen in response to evolving gameplay. This paradigm is referred to as the adaptive music. Our challenge was to design, create, and implement the soundtrack of the upcoming video game Kingdom Come: Deliverance. Our soundtrack is a collection of compositions with symphonic orchestration. Per our design decision, our intention was to implement the adaptive music in a way which respected the nature of the orchestral film score. We created our own adaptive music middleware, called Sequence Music Engine, implementing a high-level music logic as well as the low-level playback infrastructure. Our system can handle hours of video game music, helps maintain the relevance of the music throughout the video game, and minimises the repetitiveness of the individual pieces.
Orbit Transfer Rocket Engine Technology Program: Advanced engine study, task D.1/D.3
NASA Technical Reports Server (NTRS)
Martinez, A.; Erickson, C.; Hines, B.
1986-01-01
Concepts for space maintainability of OTV engines were examined. An engine design was developed which was driven by space maintenance requirements and by a failure mode and effects (FME) analysis. Modularity within the engine was shown to offer cost benefits and improved space maintenance capabilities. Space operable disconnects were conceptualized for both engine change-out and for module replacement. Through FME mitigation the modules were conceptualized to contain the least reliable and most often replaced engine components. A preliminary space maintenance plan was developed around a controls and condition monitoring system using advanced sensors, controls, and condition monitoring concepts. A complete engine layout was prepared satisfying current vehicle requirements and utilizing projected component advanced technologies. A technology plan for developing the required technology was assembled.
A summary of NASA/Air Force full scale engine research programs using the F100 engine
NASA Technical Reports Server (NTRS)
Deskin, W. J.; Hurrell, H. G.
1979-01-01
A full scale engine research (FSER) program conducted with the F100 engine is presented. The program mechanism is described and the F100 test vehicles utilized are illustrated. Technology items were addressed in the areas of swirl augmentation, flutter phenomenon, advanced electronic control logic theory, strain gage technology and distortion sensitivity. The associated test programs are described. The FSER approach utilizes existing state of the art engine hardware to evaluate advanced technology concepts and problem areas. Aerodynamic phenomenon previously not considered by design systems were identified and incorporated into industry design tools.
NASA Technical Reports Server (NTRS)
Howlett, R. A.
1975-01-01
A continuation of the NASA/P and WA study to evaluate various types of propulsion systems for advanced commercial supersonic transports has resulted in the identification of two very promising engine concepts. They are the Variable Stream Control Engine which provides independent temperature and velocity control for two coannular exhaust streams, and a derivative of this engine, a Variable Cycle Engine that employs a rear flow-inverter valve to vary the bypass ratio of the cycle. Both concepts are based on advanced engine technology and have the potential for significant improvements in jet noise, exhaust emissions and economic characteristics relative to current technology supersonic engines. Extensive research and technology programs are required in several critical areas that are unique to these supersonic Variable Cycle Engines to realize these potential improvements. Parametric cycle and integration studies of conventional and Variable Cycle Engines are reviewed, features of the two most promising engine concepts are described, and critical technology requirements and required programs are summarized.
Multi-fuel rotary engine for general aviation aircraft
NASA Technical Reports Server (NTRS)
Jones, C.; Ellis, D. R.; Meng, P. R.
1983-01-01
Design studies of advanced multifuel general aviation and commuter aircraft rotary stratified charge engines are summarized. Conceptual design studies were performed at two levels of technology, on advanced general aviation engines sized to provide 186/250 shaft kW/hp under cruise conditions at 7620 (25000 m/ft) altitude. A follow on study extended the results to larger (2500 hp max.) engine sizes suitable for applications such as commuter transports and helicopters. The study engine designs were derived from relevant engine development background including both prior and recent engine test results using direct injected unthrottled rotary engine technology. Aircraft studies, using these resultant growth engines, define anticipated system effects of the performance and power density improvements for both single engine and twin engine airplanes. The calculated results indicate superior system performance and 27 to 33 percent fuel economy improvement for the rotary engine airplanes as compared to equivalent airframe concept designs with current baseline engines. The research and technology activities required to attain the projected engine performance levels are also discussed.
NASA Technical Reports Server (NTRS)
Morris, Shelby J., Jr.; Geiselhart, Karl A.; Coen, Peter G.
1989-01-01
The performance of an advanced technology conceptual turbojet optimized for a high-speed civil aircraft is presented. This information represents an estimate of performance of a Mach 3 Brayton (gas turbine) cycle engine optimized for minimum fuel burned at supersonic cruise. This conceptual engine had no noise or environmental constraints imposed upon it. The purpose of this data is to define an upper boundary on the propulsion performance for a conceptual commercial Mach 3 transport design. A comparison is presented demonstrating the impact of the technology proposed for this conceptual engine on the weight and other characteristics of a proposed high-speed civil transport. This comparison indicates that the advanced technology turbojet described could reduce the gross weight of a hypothetical Mach 3 high-speed civil transport design from about 714,000 pounds to about 545,000 pounds. The aircraft with the baseline engine and the aircraft with the advanced technology engine are described.
Fuel conservative aircraft engine technology
NASA Technical Reports Server (NTRS)
Nored, D. L.
1978-01-01
Technology developments for more fuel-efficiency subsonic transport aircraft are reported. Three major propulsion projects were considered: (1) engine component improvement - directed at current engines; (2) energy efficient engine - directed at new turbofan engines; and (3) advanced turboprops - directed at technology for advanced turboprop-powered aircraft. Each project is reviewed and some of the technologies and recent accomplishments are described.
NASA Technical Reports Server (NTRS)
Wercinski, Paul F.; Venkatapathy, Ethiraj; Gage, Peter J.; Yount, Bryan C.; Prabhu, Dinesh K.; Smith, Brandon; Arnold, James O.; Makino, alberto; Peterson, Keith Hoppe; Chinnapongse, Ronald I.
2012-01-01
Venus is one of the important planetary destinations for scientific exploration, but: The combination of extreme entry environment coupled with extreme surface conditions have made mission planning and proposal efforts very challenging. We present an alternate, game-changing approach (ADEPT) where a novel entry system architecture enables more benign entry conditions and this allows for greater flexibility and lower risk in mission design
Free-piston Stirling technology for space power
NASA Technical Reports Server (NTRS)
Slaby, Jack G.
1989-01-01
An overview is presented of the NASA Lewis Research Center free-piston Stirling engine activities directed toward space power. This work is being carried out under NASA's new Civil Space Technology Initiative (CSTI). The overall goal of CSTI's High Capacity Power element is to develop the technology base needed to meet the long duration, high capacity power requirements for future NASA space missions. The Stirling cycle offers an attractive power conversion concept for space power needs. Discussed here is the completion of the Space Power Demonstrator Engine (SPDE) testing-culminating in the generation of 25 kW of engine power from a dynamically-balanced opposed-piston Stirling engine at a temperature ratio of 2.0. Engine efficiency was approximately 22 percent. The SPDE recently has been divided into two separate single-cylinder engines, called Space Power Research Engine (SPRE), that now serve as test beds for the evaluation of key technology disciplines. These disciplines include hydrodynamic gas bearings, high-efficiency linear alternators, space qualified heat pipe heat exchangers, oscillating flow code validation, and engine loss understanding.
The Effect of Playing a Logic Game on Student Learning in Physics.
ERIC Educational Resources Information Center
Parsons, Ralph
The effect of playing a logic game, Master Mind, on student learning in physics was examined in this study. An experimental group of 16 Electronics Engineering Technology students played the game during class one hour per week for seven weeks. A control group of nineteen students took the course without playing the logic game. Results showed that…
Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation.
Borghese, Nunzio Alberto; Pirovano, Michele; Lanzi, Pier Luca; Wüest, Seline; de Bruin, Eling D
2013-04-01
The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have. The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo ® (Kyoto, Japan) Wii™ Balance Board™, the Microsoft ® (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo ® plate balance board. IGER is complemented with videogames embedded in a specific taxonomy developed to support rehabilitation progression through time. A few games aimed at postural rehabilitation have been designed and developed to test the functionalities of the IGER system. The preliminary results of tests on normal elderly people and patients with the supervision of clinicians have shown that the IGER system indeed does feature the characteristics required to support rehabilitation at home and that it is ready for clinical pilot testing at patients' homes.
ERIC Educational Resources Information Center
Cheng, Yuh-Ming; Lou, Shi-Jer; Kuo, Sheng-Huang; Shih, Ru-Chu
2013-01-01
In order to improve and promote students' environmental knowledge, attitudes, and behaviour, integrating environmental education into the primary education curriculum has become a key issue for environmental education. For this reason, this study aimed to investigate elementary school students' acceptance of technology applying digital game-based…
NASA Technical Reports Server (NTRS)
Knip, G.; Plencner, R. M.; Eisenberg, J. D.
1980-01-01
The effects of engine configuration, advanced component technology, compressor pressure ratio and turbine rotor-inlet temperature on such figures of merit as vehicle gross weight, mission fuel, aircraft acquisition cost, operating, cost and life cycle cost are determined for three fixed- and two rotary-wing aircraft. Compared with a current production turboprop, an advanced technology (1988) engine results in a 23 percent decrease in specific fuel consumption. Depending on the figure of merit and the mission, turbine engine cost reductions required to achieve aircraft cost parity with a current spark ignition reciprocating (SIR) engine vary from 0 to 60 percent and from 6 to 74 percent with a hypothetical advanced SIR engine. Compared with a hypothetical turboshaft using currently available technology (1978), an advanced technology (1988) engine installed in a light twin-engine helicopter results in a 16 percent reduction in mission fuel and about 11 percent in most of the other figures of merit.
Advanced supersonic propulsion study, phases 3 and 4. [variable cycle engines
NASA Technical Reports Server (NTRS)
Allan, R. D.; Joy, W.
1977-01-01
An evaluation of various advanced propulsion concepts for supersonic cruise aircraft resulted in the identification of the double-bypass variable cycle engine as the most promising concept. This engine design utilizes special variable geometry components and an annular exhaust nozzle to provide high take-off thrust and low jet noise. The engine also provides good performance at both supersonic cruise and subsonic cruise. Emission characteristics are excellent. The advanced technology double-bypass variable cycle engine offers an improvement in aircraft range performance relative to earlier supersonic jet engine designs and yet at a lower level of engine noise. Research and technology programs required in certain design areas for this engine concept to realize its potential benefits include refined parametric analysis of selected variable cycle engines, screening of additional unconventional concepts, and engine preliminary design studies. Required critical technology programs are summarized.
Supporting research and technology for automotive Stirling engine development
NASA Technical Reports Server (NTRS)
Tomazic, W. A.
1980-01-01
The technology advancement topics described are a part of the supporting research and technology (SRT) program conducted to support the major Stirling engine development program. This support focuses on developing alternatives or backups to the engine development in critical areas. These areas are materials, seals control, combustors and system analysis. Specific objectives and planned milestone schedules for future activities as now envisioned are described. These planned SRT activities are related to the timeline of the engine development program that they must support.
Development of Supersonic Vehicle for Demonstration of a Precooled Turbojet Engine
NASA Astrophysics Data System (ADS)
Sawai, Shujiro; Fujita, Kazuhisa; Kobayashi, Hiroaki; Sakai, Shin'ichiro; Bando, Nobutaka; Kadooka, Shouhei; Tsuboi, Nobuyuki; Miyaji, Koji; Uchiyama, Taku; Hashimoto, Tatsuaki
JAXA is developing Mach 5 hypersonic turbojet engine technology that can be applied in a future hypersonic transport. Now, Jet Engine Technology Research Center of JAXA conducts the experimental study using a 1 / 10 scale-model engine. In parallel to engine development activities, a new supersonic flight-testing vehicle for the hypersonic turbojet engine is under development since 2004. In this paper, the system configuration of the flight-testing vehicle is outlined and development status is reported.
Heat Pipes Reduce Engine-Exhaust Emissions
NASA Technical Reports Server (NTRS)
Schultz, D. F.
1986-01-01
Increased fuel vaporization raises engine efficiency. Heat-pipe technology increased efficiency of heat transfer beyond that obtained by metallic conduction. Resulted in both improved engine operation and reduction in fuel consumption. Raw material conservation through reduced dependence on strategic materials also benefit from this type of heat-pipe technology. Applications result in improved engine performance and cleaner environment.
Virtual gaming to develop students' pediatric nursing skills: A usability test.
Verkuyl, Margaret; Atack, Lynda; Mastrilli, Paula; Romaniuk, Daria
2016-11-01
As competition for specialty clinical placements increases, there is an urgent need to create safe, stimulating, alternative learning environments for students. To address that clinical gap, our team developed a virtual game-based simulation to help nursing students develop their pediatric nursing skills. A usability study was conducted using the Technology Acceptance Model as a research framework. The study was conducted at a community college and included nursing students, nursing faculty/clinicians and two gaming experts. The two experts evaluated the game using a heuristic checklist after playing the game. Participants engaged in a think-aloud activity while playing the game and completed a survey and interview based on the Technology Acceptance Model to explore ease of use and utility of the game. We found a high degree of user satisfaction with the game. Students reported that they had learned about pediatric care, they had become immersed in the game and they were keen to keep playing. Several design changes were recommended. Usability testing is critical in the early stages of simulation development and the study provided useful direction for the development team in the next stage of game development. Copyright © 2016 Elsevier Ltd. All rights reserved.
Advances in Games Technology: Software, Models, and Intelligence
ERIC Educational Resources Information Center
Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai
2009-01-01
Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…
Biomedical technology prosperity game{trademark}
DOE Office of Scientific and Technical Information (OSTI.GOV)
Berman, M.; Boyack, K.W.; Wesenberg, D.L.
1996-07-01
Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Biomedical Technology Prosperity Game{trademark} conducted under the sponsorship of Sandia National Laboratories, the Defensemore » Advanced Research Projects Agency, and the Koop Foundation, Inc. Players were drawn from all stakeholders involved in biomedical technologies including patients, hospitals, doctors, insurance companies, legislators, suppliers/manufacturers, regulators, funding organizations, universities/laboratories, and the legal profession. The primary objectives of this game were to: (1) Identify advanced/critical technology issues that affect the cost and quality of health care. (2) Explore the development, patenting, manufacturing and licensing of needed technologies that would decrease costs while maintaining or improving quality. (3) Identify policy and regulatory changes that would reduce costs and improve quality and timeliness of health care delivery. (4) Identify and apply existing resources and facilities to develop and implement improved technologies and policies. (5) Begin to develop Biomedical Technology Roadmaps for industry and government cooperation. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning biomedical issues. Significant progress was made in the roadmapping of key areas in the biomedical technology field.« less
Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation
Pirovano, Michele; Lanzi, Pier Luca; Wüest, Seline; de Bruin, Eling D.
2013-01-01
Abstract Objective The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. Subjects and Methods We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have. Results The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo® (Kyoto, Japan) Wii™ Balance Board™, the Microsoft® (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo® plate balance board. IGER is complemented with videogames embedded in a specific taxonomy developed to support rehabilitation progression through time. Conclusions A few games aimed at postural rehabilitation have been designed and developed to test the functionalities of the IGER system. The preliminary results of tests on normal elderly people and patients with the supervision of clinicians have shown that the IGER system indeed does feature the characteristics required to support rehabilitation at home and that it is ready for clinical pilot testing at patients' homes. PMID:24761321
Industrial Partnership Prosperity Game{trademark}
DOE Office of Scientific and Technical Information (OSTI.GOV)
Boyak, K.; Berman, M.; Beck, D.
1998-02-01
Prosperity Games TM are an outgrowth and adaptation move/countermove and seminar War Games. Prosperity Games TM are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games TM are unique in that both the game format and the player contributions vary from game to game. This report documents the Industry Partnership Prosperity Game sponsored by the Technology Partnerships and Commercialization Centermore » at Sandia National Laboratories. Players came from the Sandia line organizations, the Sandia business development and technology partnerships organizations, the US Department of Energy, academia, and industry The primary objectives of this game were to: explore ways to increase industry partnerships to meet long-term Sandia goals; improve Sandia business development and marketing strategies and tactics; improve the process by which Sandia develops long-term strategic alliances. The game actions and recommendations of these players provided valuable insights as to what Sandia can do to meet these objectives.« less
The Way Ahead in Game-Based Learning
2009-08-01
Mostly Hype…NOT science Lack of guidelines Opportunity to exploit technology is tremendous! World of Warcraft Blizzard Games Civilization 4 2K Games...Second Life Linden Labs SimCity 4 EA Maxis 5 Background Definitions: Game Serious game Simulation vs Virtual World vs Game The Binary Game Cisco...learn in context by interacting with objects in a complex world . Consistent with anchored, experiential learning, learners can make connections
D Modelling and Visualization Based on the Unity Game Engine - Advantages and Challenges
NASA Astrophysics Data System (ADS)
Buyuksalih, I.; Bayburt, S.; Buyuksalih, G.; Baskaraca, A. P.; Karim, H.; Rahman, A. A.
2017-11-01
3D City modelling is increasingly popular and becoming valuable tools in managing big cities. Urban and energy planning, landscape, noise-sewage modelling, underground mapping and navigation are among the applications/fields which really depend on 3D modelling for their effectiveness operations. Several research areas and implementation projects had been carried out to provide the most reliable 3D data format for sharing and functionalities as well as visualization platform and analysis. For instance, BIMTAS company has recently completed a project to estimate potential solar energy on 3D buildings for the whole Istanbul and now focussing on 3D utility underground mapping for a pilot case study. The research and implementation standard on 3D City Model domain (3D data sharing and visualization schema) is based on CityGML schema version 2.0. However, there are some limitations and issues in implementation phase for large dataset. Most of the limitations were due to the visualization, database integration and analysis platform (Unity3D game engine) as highlighted in this paper.
Diesel Engine Technology Update
1987-07-01
AFWAL-TR-87-20 54 83-021-DET DIESEL ENGINE TECHNOLOGY UPDATE Kaupert, Andrew W., Lt. Col. USAFR Air Force Reserves Detroit Detachment 2 Ann Arbor, MI...sponsored adiabatic turbocompound diesel engine . One goal was the use of no water or air cooling for the engine to enable the minimized heat transfer from...sector with severe • impact on the stationary engine segment of the marketplace. The effect of this proposed legislation on Air Force fuel quality is
Advanced Turbine Technology Applications Project (ATTAP)
NASA Technical Reports Server (NTRS)
1991-01-01
ATTAP activities were highlighted by test bed engine design and development activities; ceramic component design; materials and engine component characterization; ceramic component process development and fabrication; component rig testing; and test bed engine fabrication and testing. Specifically, ATTAP aims to develop and demonstrate the technology of structural ceramics that have the potential for competitive automotive engine life cycle cost and for operating for 3500 hours in a turbine engine environment at temperatures up to 1371 C (2500 F).
Turbine Engine Hot Section Technology, 1985
NASA Technical Reports Server (NTRS)
1985-01-01
The Turbine Engine Section Technology (HOST) Project Office of the Lewis Research Center sponsored a workshop to discuss current research pertinent to turbine engine hot section durability problems. Presentations were made concerning hot section environment and the behavior of combustion liners, turbine blades, and turbine vanes.
NASA Astrophysics Data System (ADS)
Murphy, M.; Corns, A.; Cahill, J.; Eliashvili, K.; Chenau, A.; Pybus, C.; Shaw, R.; Devlin, G.; Deevy, A.; Truong-Hong, L.
2017-08-01
Cultural heritage researchers have recently begun applying Building Information Modelling (BIM) to historic buildings. The model is comprised of intelligent objects with semantic attributes which represent the elements of a building structure and are organised within a 3D virtual environment. Case studies in Ireland are used to test and develop the suitable systems for (a) data capture/digital surveying/processing (b) developing library of architectural components and (c) mapping these architectural components onto the laser scan or digital survey to relate the intelligent virtual representation of a historic structure (HBIM). While BIM platforms have the potential to create a virtual and intelligent representation of a building, its full exploitation and use is restricted to narrow set of expert users with access to costly hardware, software and skills. The testing of open BIM approaches in particular IFCs and the use of game engine platforms is a fundamental component for developing much wider dissemination. The semantically enriched model can be transferred into a WEB based game engine platform.
Game Changer for Online Learning Driven by Advances in Web Technology
ERIC Educational Resources Information Center
Kaul, Manfred; Kless, André; Bonne, Thorsten; Rieke, Almut
2017-01-01
Almost unnoticed by the e-learning community, the underlying technology of the WWW is undergoing massive technological changes on all levels these days. In this paper we draw the attention to the emerging game changer and discuss the consequences for online learning. In our e-learning project "Work & Study", funded by the German…
Wari Construction Set Integrating Technology with Multicultural Mathematics.
ERIC Educational Resources Information Center
Fowler, David
1996-01-01
Describes a Hypercard stack for playing one of many versions of the African game wari. Students can design their own variations of the game by determining the initial number of pieces and the number of pieces required for a capture. A list of activities related to the program and some recommendations about the integration of technology into…
Airesearch QCGAT program. [quiet clean general aviation turbofan engines
NASA Technical Reports Server (NTRS)
Heldenbrand, R. W.; Norgren, W. M.
1979-01-01
A model TFE731-1 engine was used as a baseline for the NASA quiet clean general aviation turbofan engine and engine/nacelle program designed to demonstrate the applicability of large turbofan engine technology to small general aviation turbofan engines, and to obtain significant reductions in noise and pollutant emissions while reducing or maintaining fuel consumption levels. All new technology design for rotating parts and all items in the engine and nacelle that contributed to the acoustic and pollution characteristics of the engine system were of flight design, weight, and construction. The major noise, emissions, and performance goals were met. Noise levels estimated for the three FAR Part 36 conditions, are 10 t0 15 ENPdB below FAA requirements; emission values are considerably reduced below that of current technology engines; and the engine performance represents a TSFC improvement of approximately 9 percent over other turbofan engines.
Ultra Efficient Engine Technology Systems Integration and Environmental Assessment
NASA Technical Reports Server (NTRS)
Daggett, David L.; Geiselhart, Karl A. (Technical Monitor)
2002-01-01
This study documents the design and analysis of four types of advanced technology commercial transport airplane configurations (small, medium large and very large) with an assumed technology readiness date of 2010. These airplane configurations were used as a platform to evaluate the design concept and installed performance of advanced technology engines being developed under the NASA Ultra Efficient Engine Technology (UEET) program. Upon installation of the UEET engines onto the UEET advanced technology airframes, the small and medium airplanes both achieved an additional 16% increase in fuel efficiency when using GE advanced turbofan engines. The large airplane achieved an 18% increase in fuel efficiency when using the P&W geared fan engine. The very large airplane (i.e. BWB), also using P&W geared fan engines, only achieved an additional 16% that was attributed to a non-optimized airplane/engine combination.
Multi-fuel rotary engine for general aviation aircraft
NASA Technical Reports Server (NTRS)
Jones, C.; Ellis, D. R.; Meng, P. R.
1983-01-01
Design studies of advanced multifuel general aviation and commuter aircraft rotary stratified charge engines are summarized. Conceptual design studies were performed at two levels of technology, an advanced general aviation engines sized to provide 186/250 shaft kW/hp under cruise conditions at 7620 (25,000 m/ft) altitude. A follow on study extended the results to larger (2500 hp max.) engine sizes suitable for applications such as commuter transports and helicopters. The study engine designs were derived from relevant engine development background including both prior and recent engine test results using direct injected unthrottled rotary engine technology. Aircraft studies, using these resultant growth engines, define anticipated system effects of the performance and power density improvements for both single engine and twin engine airplanes. The calculated results indicate superior system performance and 27 to 33 percent fuel economy improvement for the rotary engine airplanes as compared to equivalent airframe concept designs with current baseline engines. The research and technology activities required to attain the projected engine performance levels are also discussed. Previously announced in STAR as N83-18910
Stratified charge rotary aircraft engine technology enablement program
NASA Technical Reports Server (NTRS)
Badgley, P. R.; Irion, C. E.; Myers, D. M.
1985-01-01
The multifuel stratified charge rotary engine is discussed. A single rotor, 0.7L/40 cu in displacement, research rig engine was tested. The research rig engine was designed for operation at high speeds and pressures, combustion chamber peak pressure providing margin for speed and load excursions above the design requirement for a high is advanced aircraft engine. It is indicated that the single rotor research rig engine is capable of meeting the established design requirements of 120 kW, 8,000 RPM, 1,379 KPA BMEP. The research rig engine, when fully developed, will be a valuable tool for investigating, advanced and highly advanced technology components, and provide an understanding of the stratified charge rotary engine combustion process.
Diesel Technology: Engines. [Teacher and Student Editions.
ERIC Educational Resources Information Center
Barbieri, Dave; Miller, Roger; Kellum, Mary
Competency-based teacher and student materials on diesel engines are provided for a diesel technology curriculum. Seventeen units of instruction cover the following topics: introduction to engine principles and procedures; engine systems and components; fuel systems; engine diagnosis and maintenance. The materials are based on the…
Advanced Gasoline Turbocharged Direction Injection (GTDI) Engine Development
DOE Office of Scientific and Technical Information (OSTI.GOV)
Wagner, Terrance
This program was undertaken in response to US Department of Energy Solicitation DE-FOA-0000079, resulting in a cooperative agreement with Ford and MTU to demonstrate improvement of fuel efficiency in a vehicle equipped with an advanced GTDI engine. Ford Motor Company has invested significantly in GTDI engine technology as a cost effective, high volume, fuel economy solution, marketed globally as EcoBoost technology. Ford envisions additional fuel economy improvement in the medium and long term by further advancing EcoBoost technology. The approach for the project was to engineer a comprehensive suite of gasoline engine systems technologies to achieve the project objectives, andmore » to progressively demonstrate the objectives via concept analysis / computer modeling, single-cylinder and multi-cylinder engine testing on engine dynamometer, and vehicle level testing on chassis rolls.« less
Energy efficient engine preliminary design and integration study
NASA Technical Reports Server (NTRS)
Gray, D. E.
1978-01-01
The technology and configurational requirements of an all new 1990's energy efficient turbofan engine having a twin spool arrangement with a directly coupled fan and low-pressure turbine, a mixed exhaust nacelle, and a high 38.6:1 overall pressure ratio were studied. Major advanced technology design features required to provide the overall benefits were a high pressure ratio compression system, a thermally actuated advanced clearance control system, lightweight shroudless fan blades, a low maintenance cost one-stage high pressure turbine, a short efficient mixer and structurally integrated engine and nacelle. A conceptual design analysis was followed by integration and performance analyses of geared and direct-drive fan engines with separate or mixed exhaust nacelles to refine previously designed engine cycles. Preliminary design and more detailed engine-aircraft integration analysis were then conducted on the more promising configurations. Engine and aircraft sizing, fuel burned, and airframe noise studies on projected 1990's domestic and international aircraft produced sufficient definition of configurational and advanced technology requirements to allow immediate initiation of component technology development.
Advanced Propulsion System Studies for General Aviation Aircraft
NASA Technical Reports Server (NTRS)
Eisenberg, Joseph D. (Technical Monitor); German, Jon
2003-01-01
This final report addresses the following topics: Market Impact Analysis (1) assessment of general aviation, including commuter/regional, aircraft market impact due to incorporation of advanced technology propulsion system on acquisition and operating costs, job creation and/or manpower demand, and future fleet size; (2) selecting an aircraft and engine for the study by focusing on the next generation 19-passenger commuter and the Williams International FJ44 turbofan engine growth. Propulsion System Analysis Conducted mission analysis studies and engine cycle analysis to define a new commuter mission and required engine performance, define acquisition and operating costs and, select engine configuration and initiated preliminary design for hardware modifications required. Propulsion System Benefits (1) assessed and defined engine emissions improvements, (2) assessed and defined noise reduction potential and, (3) conducted a cost analysis impact study. Review of Relevant NASA Programs Conducted literature searches using NERAC and NASA RECON services for related technology in the emissions and acoustics area. Preliminary Technology Development Plans Defined plan to incorporate technology improvements for an FJ44-2 growth engine in performance, emissions, and noise suppression.
NASA Astrophysics Data System (ADS)
Angarita, H.; Craven, J.; Caggiano, F.; Corzo, G.
2016-12-01
An Integrated approach involving extensive stakeholder dialogue is widely advocated in sustainable water management. However, it requires a social learning process in which scientist and stakeholders become aware of the relationship between their own frames of reference and those of others, differences can be dealt with constructively, and shared ideas can be used to facilitate cooperation. Key obstacles in this process are heritage systems, attitudes and processes, factually wrong, incomplete or unshared mental models, and lack of science-policy dialogue (Pahl-Wostl et al., 2005) To overcome these barriers, a space is required which is free of heritage systems, where mental models can be safely and easily compared and corrected, and where scientists and policy-makers can come together. A "serious game" can serve as such a space - Serious games are games or simulations used to achieve an organizational or educational goal, and such games have already been used to facilitate stakeholder cooperation in the water management sector (Rusca et al., 2005). As well as bringing stakeholders together, they can be an accessible interface between scientific models and non-experts. Here we present SimBasin, a multiplayer serious game framework and development engine. The engine allows to easily create a simulated multiplayer basin management game using WEAP water resources modelling software (SEI, 1992-2015), to facilitate the communication of the complex, long term and wide range relationships between hydrologic, climate, and human systems present in river basins, and enable dialogue between policy-makers and scientists. Different games have been created using the Sim-Basin engine and used in various contexts. Here are discussed experiences with stakeholders at a national forum in Bogotá, flood risk management agencies in the lower Magdalena River Basin in Colombia and with water professionals in Bangkok. The experience shows that the game is a useful tool for enabling dialogue and provides interesting insights into the way computer models and stakeholders' mental models can interact with and enrich each other. SimBasin software and supporting materials are freely available online for download at http://simbasin.hilab.nl.
Two Rotor Stratified Charge Rotary Engine (SCRE) Engine System Technology Evaluation
NASA Technical Reports Server (NTRS)
Hoffman, T.; Mack, J.; Mount, R.
1994-01-01
This report summarizes results of an evaluation of technology enablement component technologies as integrated into a two rotor Stratified Charge Rotary Engine (SCRE). The work constitutes a demonstration of two rotor engine system technology, utilizing upgraded and refined component technologies derived from prior NASA Contracts NAS3-25945, NAS3-24628 and NAS-23056. Technical objectives included definition of, procurement and assembly of an advanced two rotor core aircraft engine, operation with Jet-A fuel at Take-Off rating of 340 BHP (254kW) and operation at a maximum cruise condition of 255 BHP (190kW), 75% cruise. A fuel consumption objective of 0.435 LBS/BHP-Hr (265 GRS/kW-Hr) was identified for the maximum cruise condition. A critical technology component item, a high speed, unit injector fuel injection system with electronic control was defined, procured and tested in conjunction with this effort. The two rotor engine configuration established herein defines an affordable, advanced, Jet-A fuel capability core engine (not including reduction gear, propeller shaft and some aircraft accessories) for General Aviation of the mid-1990's and beyond.
Integral Engine Inlet Particle Separator. Volume 1. Technology Program
1975-07-01
inlet particle separators for future Army aircraft gas turbine engines . Appropriate technical personnel of this Directorate have reviewed this report...USAAMRDL-TR-75-31A I - / INTEGRAL ENGINE INLET PARTICLE SEPARATOR Volume I-- Technology Program General Electric Company Aircraft Engine Group...N1 i 9ap mm tm~qu INTRODUCTION The adverse environments in which Army equipment operates impose severe )enalties upon gas turbine engine performance
Advancing Adventure Education Using Digital Motion-Sensing Games
ERIC Educational Resources Information Center
Shih, Ju-Ling; Hsu, Yu-Jen
2016-01-01
This study used the Xbox Kinect and Unity 3D game engine to develop two motion-sensing games in which the participants, in simulated scenarios, could experience activities that are unattainable in real life, become immersed in collaborative activities, and explore the value of adventure education. Adventure Education involves courses that…
Randomized trial of a peer resistance skill-building game for Hispanic early adolescent girls.
Norris, Anne E; Hughes, Charles; Hecht, Michael; Peragallo, Nilda; Nickerson, David
2013-01-01
Adolescents can use peer resistance skills to avoid being pressured into risky behavior, such as early sexual behavior. Avatar-based virtual reality technology offers a novel way to help build these skills. The aims of this study were to evaluate the feasibility of an avatar-based virtual reality peer resistance skill building game (DRAMA-RAMA), to explore the impact of game play on peer resistance self-efficacy, and to assess how positively the game was perceived. Forty-four low-income early adolescent Hispanic girls were assigned randomly to either the intervention (DRAMA-RAMA) or attention control game (Wii Dancing With the Stars) condition. All participants were offered a five-session curriculum that included peer resistance skill content before playing their respective game for 15 minutes, once a week, for 2 weeks. Participants completed electronic surveys at baseline, after game play, and at 2 months to assess demographics, peer resistance self-efficacy, and sexual behavior. They also completed a paper-pencil game experience questionnaire immediately after game play. Data were analyzed using descriptive statistics, t test, chi-square, and analyses of covariance. Separate analyses of covariance showed a significant game effect at posttest for the peer resistance self-efficacy measure (F = 4.21, p < .05), but not at follow-up (F = 0.01, p = .92). DRAMA-RAMA was rated as positively as the Wii Dancing With the Stars (p > .26). This randomized control trial provides preliminary support for the hypothesis that playing an avatar-based virtual reality technology game can strengthen peer resistance skills, and early adolescent Hispanic girls will have a positive response to this game.
Suitability of online 3D visualization technique in oil palm plantation management
NASA Astrophysics Data System (ADS)
Mat, Ruzinoor Che; Nordin, Norani; Zulkifli, Abdul Nasir; Yusof, Shahrul Azmi Mohd
2016-08-01
Oil palm industry has been the backbone for the growth of Malaysia economy. The exports of this commodity increasing almost every year. Therefore, there are many studies focusing on how to help this industry increased its productivity. In order to increase the productivity, the management of oil palm plantation need to be improved and strengthen. One of the solution in helping the oil palm manager is by implementing online 3D visualization technique for oil palm plantation using game engine technology. The potential of this application is that it can helps in fertilizer and irrigation management. For this reason, the aim of this paper is to investigate the issues in managing oil palm plantation from the view of oil palm manager by interview. The results from this interview will helps in identifying the suitable issues could be highlight in implementing online 3D visualization technique for oil palm plantation management.
Energy Efficient Engine integrated core/low spool design and performance report
NASA Technical Reports Server (NTRS)
Stearns, E. Marshall
1985-01-01
The Energy Efficient Engine (E3) is a NASA program to create fuel saving technology for future transport aircraft engines. The E3 technology advancements were demonstrated to operate reliably and achieve goal performance in tests of the Integrated Core/Low Spool vehicle. The first build of this undeveloped technology research engine set a record for low fuel consumption. Its design and detailed test results are herein presented.
Liquid Oxygen/Liquid Methane Ascent Main Engine Technology Development
NASA Technical Reports Server (NTRS)
Robinson, Joel W.; Stephenson, David D.
2008-01-01
The National Aeronautics & Space Administration (NASA) has identified Liquid Oxygen (LO2)/Liquid Methane (LCH4) as a potential propellant combination for future space vehicles based upon the Exploration Systems Architecture Study (ESAS). The technology is estimated to have higher performance and lower overall systems mass compared to existing hypergolic propulsion systems. The current application considering this technology is the lunar ascent main engine (AME). AME is anticipated to be an expendable, pressure-fed engine to provide ascent from the moon at the completion of a 210 day lunar stay. The engine is expected to produce 5,500 lbf (24,465 N) thrust with variable inlet temperatures due to the cryogenic nature of the fuel and oxidizer. The primary technology risks include establishing reliable and robust ignition in vacuum conditions, maximizing specific impulse, developing rapid start capability for the descent abort, providing the capability for two starts and producing a total engine bum time over 500 seconds. This paper will highlight the efforts of the Marshall Space Flight Center (MSFC) in addressing risk reduction activities for this technology.
ERIC Educational Resources Information Center
Uluay, Gulsah; Dogan, Alev
2016-01-01
The main purpose of the study is to introduce Kodu Game Lab that is created by Microsoft as an example for technology integration into learning process to pre-service science teachers with MAGDAIRE framework. The participants were in a special teaching methods course at a university in Turkey during the fall 2015 semester. Mix method research…
Proof of Concept of Automated Collision Detection Technology in Rugby Sevens.
Clarke, Anthea C; Anson, Judith M; Pyne, David B
2017-04-01
Clarke, AC, Anson, JM, and Pyne, DB. Proof of concept of automated collision detection technology in rugby sevens. J Strength Cond Res 31(4): 1116-1120, 2017-Developments in microsensor technology allow for automated detection of collisions in various codes of football, removing the need for time-consuming postprocessing of video footage. However, little research is available on the ability of microsensor technology to be used across various sports or genders. Game video footage was matched with microsensor-detected collisions (GPSports) in one men's (n = 12 players) and one women's (n = 12) rugby sevens match. True-positive, false-positive, and false-negative events between video and microsensor-detected collisions were used to calculate recall (ability to detect a collision) and precision (accurately identify a collision). The precision was similar between the men's and women's rugby sevens game (∼0.72; scale 0.00-1.00); however, the recall in the women's game (0.45) was less than that for the men's game (0.69). This resulted in 45% of collisions for men and 62% of collisions for women being incorrectly labeled. Currently, the automated collision detection system in GPSports microtechnology units has only modest utility in rugby sevens, and it seems that a rugby sevens-specific algorithm is needed. Differences in measures between the men's and women's game may be a result of physical size, and strength, and physicality, as well as technical and tactical factors.
Technology, Utopia and Scholarly Life: Ideals and Realities in the Work of Hermann Hesse
ERIC Educational Resources Information Center
Roberts, Peter
2009-01-01
This article considers the relationship between technology, utopia and scholarly life in Hermann Hesse's novel, "The Glass Bead Game." In the first part of Hesse's book, the Glass Bead Game and the society of which it is a part, Castalia, are portrayed in idealistic terms. The second part of the novel chronicles the educational life of Joseph…
40 CFR 90.113 - In-use testing program for Phase 1 engines.
Code of Federal Regulations, 2010 CFR
2010-07-01
... emission control technology which most likely will be used on Phase 2 engines; (2) Engine families using... technology specifically installed to achieve compliance with emission standards of this part; (6) The engine... with itself or its vehicle manufacturer. (2) A test engine should have a maintenance history...
Small engine technology programs
NASA Technical Reports Server (NTRS)
Niedzwiecki, Richard W.
1990-01-01
Described here is the small engine technology program being sponsored at the Lewis Research Center. Small gas turbine research is aimed at general aviation, commuter aircraft, rotorcraft, and cruise missile applications. The Rotary Engine program is aimed at supplying fuel flexible, fuel efficient technology to the general aviation industry, but also has applications to other missions. The Automotive Gas Turbine (AGT) and Heavy-Duty Diesel Transport Technology (HDTT) programs are sponsored by DOE. The Compound Cycle Engine program is sponsored by the Army. All of the programs are aimed towards highly efficient engine cycles, very efficient components, and the use of high temperature structural ceramics. This research tends to be generic in nature and has broad applications. The HDTT, rotary technology, and the compound cycle programs are all examining approaches to minimum heat rejection, or 'adiabatic' systems employing advanced materials. The AGT program is also directed towards ceramics application to gas turbine hot section components. Turbomachinery advances in the gas turbine programs will benefit advanced turbochargers and turbocompounders for the intermittent combustion systems, and the fundamental understandings and analytical codes developed in the research and technology programs will be directly applicable to the system projects.
ERIC Educational Resources Information Center
Bingham, Teri; Ray, Jan
2013-01-01
In an effort to keep up with the new generation of digital learners, educators are integrating multiple forms of technology into their teaching, including online learning game applications. The purpose of this study was to determine the degree to which internet-based learning game applications selected by preservice teachers were aligned with the…
Designing Hypercontextualized Games: A Case Study with LieksaMyst
ERIC Educational Resources Information Center
Sedano, Carolina Islas; Sutinen, Erkki; Vinni, Mikko; Laine, Teemu H.
2012-01-01
Digital technology empowers one to access vast amounts of on-line data. From a learning perspective, however, it is difficult to access meaningful on-site information within a given context. The Hypercontextualized Game (HCG) design model interweaves on-site resources, translated as content, and the digital game. As a local game design process,…
Raiff, Bethany R; Jarvis, Brantley P; Rapoza, Darion
2012-12-01
Video games may serve as an ideal platform for developing and implementing technology-based contingency management (CM) interventions for smoking cessation as they can be used to address a number of barriers to the utilization of CM (e.g., replacing monetary rewards with virtual game-based rewards). However, little is known about the relationship between video game playing and cigarette smoking. The current study determined the prevalence of video game use, video game practices, and the acceptability of a video game-based CM intervention for smoking cessation among adult smokers and nonsmokers, including health care professionals. In an online survey, participants (N = 499) answered questions regarding their cigarette smoking and video game playing practices. Participants also reported if they believed a video game-based CM intervention could motivate smokers to quit and if they would recommend such an intervention. Nearly half of the participants surveyed reported smoking cigarettes, and among smokers, 74.5% reported playing video games. Video game playing was more prevalent in smokers than nonsmokers, and smokers reported playing more recently, for longer durations each week, and were more likely to play social games than nonsmokers. Most participants (63.7%), including those who worked as health care professionals, believed that a video game-based CM intervention would motivate smokers to quit and would recommend such an intervention to someone trying to quit (67.9%). Our findings suggest that delivering technology-based smoking cessation interventions via video games has the potential to reach substantial numbers of smokers and that most smokers, nonsmokers, and health care professionals endorsed this approach.
X-33/RLV Program Aerospike Engines
NASA Technical Reports Server (NTRS)
1999-01-01
Substantial progress was made during the past year in support of the X-33/RLV program. X-33 activity was directed towards completing the remaining design work and building hardware to support test activities. RLV work focused on the nozzle ramp and powerpack technology tasks and on supporting vehicle configuration studies. On X-33, the design activity was completed to the detail level and the remainder of the drawings were released. Component fabrication and engine assembly activity was initiated, and the first two powerpacks and the GSE and STE needed to support powerpack testing were completed. Components fabrication is on track to support the first engine assembly schedule. Testing activity included powerpack testing and component development tests consisting of thrust cell single cell testing, CWI system spider testing, and EMA valve flow and vibration testing. Work performed for RLV was divided between engine system and technology development tasks. Engine system activity focused on developing the engine system configuration and supporting vehicle configuration studies. Also, engine requirements were developed, and engine performance analyses were conducted. In addition, processes were developed for implementing reliability, mass properties, and cost controls during design. Technology development efforts were divided between powerpack and nozzle ramp technology tasks. Powerpack technology activities were directed towards the development of a prototype powerpack and a ceramic turbine technology demonstrator (CTTD) test article which will allow testing of ceramic turbines and a close-coupled gas generator design. Nozzle technology efforts were focused on the selection of a composite nozzle supplier and on the fabrication and test of composite nozzle coupons.
A Plan for Revolutionary Change in Gas Turbine Engine Control System Architecture
NASA Technical Reports Server (NTRS)
Culley, Dennis E.
2011-01-01
The implementation of Distributed Engine Control technology on the gas turbine engine has been a vexing challenge for the controls community. A successful implementation requires the resolution of multiple technical issues in areas such as network communications, power distribution, and system integration, but especially in the area of high temperature electronics. Impeding the achievement has been the lack of a clearly articulated message about the importance of the distributed control technology to future turbine engine system goals and objectives. To resolve these issues and bring the technology to fruition has, and will continue to require, a broad coalition of resources from government, industry, and academia. This presentation will describe the broad challenges facing the next generation of advanced control systems and the plan which is being put into action to successfully implement the technology on the next generation of gas turbine engine systems.
Adiabatic Wankel type rotary engine
NASA Technical Reports Server (NTRS)
Kamo, R.; Badgley, P.; Doup, D.
1988-01-01
This SBIR Phase program accomplished the objective of advancing the technology of the Wankel type rotary engine for aircraft applications through the use of adiabatic engine technology. Based on the results of this program, technology is in place to provide a rotor and side and intermediate housings with thermal barrier coatings. A detailed cycle analysis of the NASA 1007R Direct Injection Stratified Charge (DISC) rotary engine was performed which concluded that applying thermal barrier coatings to the rotor should be successful and that it was unlikely that the rotor housing could be successfully run with thermal barrier coatings as the thermal stresses were extensive.
Fonseca, Luciana Mara Monti; Aredes, Natália Del' Angelo; Dias, Danielle Monteiro Vilela; Scochi, Carmen Gracinda Silvan; Martins, José Carlos Amado; Rodrigues, Manuel Alves
2015-01-01
To evaluate students opinion regarding e-Baby educational technology. Exploratory descriptive study in which participated a sample composed of 14 nursing Portuguese students that used e-Baby digital educational technology in an extracurricular course. To achieve the aim of the study, the data collection was realized through an opinion instrument in Likert scale including the possibility of commentaries by students. Is was also collected data of participants' characterization. Students made very satisfactory evaluations regarding the game e-Baby, varying since usability acceptation through suggestions of expansion of the game to other nursing themes. Serious game e-Baby can be considered a didactic innovation and motivator tool of learning. Besides, it demonstrates have adequate interface in design and educative function aspects, evocating intense interaction between user and computational tool.
Video Game Addiction and Life Style Changes: Implications for Caregivers Burden.
Sharma, Manoj Kumar
2016-01-01
Limitation of available information on caregiver perspective on managing the users excessive use of technology. The present case series explore the caregiver burden related to users addictive use of video game. The users and caregivers approached the service of healthy use of technology (SHUT clinic) for management. They were assessed using Griffith criteria for video game; General Health questionnaire and family burden interview schedule. It demonstrate the addictive use of video game and its impact on users life style and the presence of psychiatric distress/family burden in the caregivers. Caregivers also reported presence of disturbance in psychosocial domains and helplessness to manage the excessive use. It has implications for building support group and service to handle parents' distress and enabling them to handle the dysfunction in users.
An overview of NASA research on positive displacement general-aviation engines
NASA Technical Reports Server (NTRS)
Kempke, E. E., Jr.
1980-01-01
The research and technology program related to improved and advanced general aviation engines is described. Current research is directed at the near-term improvement of conventional air-cooled spark-ignition piston engines and at future alternative engine systems based on all-new spark-ignition piston engines, lightweight diesels, and rotary combustion engines that show potential for meeting program goals in the midterm and long-term future. The conventional piston engine activities involve efforts on applying existing technology to improve fuel economy, investigation of key processes to permit leaner operation and reduce drag, and the development of cost effective technology to permit flight at high-altitudes where fuel economy and safety are improved. The advanced engine concepts activities include engine conceptual design studies and enabling technology efforts on the critical or key technology items.
Norris, Anne E.; Hughes, Charles; Hecht, Michael; Peragallo, Nilda; Nickerson, David
2015-01-01
BACKGROUND Research suggests that adolescents can use peer resistance skills to avoid being pressured into risky behavior, such as early sexual behavior. Avatar-based Virtual Reality (AVR) technology offers a novel way to build these skills. OBJECTIVES Study aims were to: evaluate the feasibility of an AVR peer resistance skill building game (DRAMA-RAMA™); explore the impact of game play on peer resistance self-efficacy; and assess how positively the game was perceived. METHOD 45 low income early adolescent Hispanic girls were randomly assigned to either the intervention (DRAMA-RAMA™) or comparison game (Wii Dancing with the Stars™ [Wii DWTS™]) condition. All participants were offered a 5 session curriculum that included peer resistance skill content before playing their respective game for 15 minutes, once a week, for two weeks. Participants completed electronic surveys assessing demographics, peer resistance self-efficacy, and sexual behavior at baseline, after game play, and at 2 months. They also completed a paper-pencil game experience questionnaire immediately after playing their game. Data were analyzed using descriptive statistics, chi-square, and analyses of covariance. RESULTS The separate analyses of covariance showed a significant game effect at post-test for the peer resistance self-efficacy measure (F = 4.21, p < 0.05), but not at follow-up (F = 0.01, p = 0.92). DRAMA-RAMA™ was rated as positively as the Wii DWTS™ (p ≥ .26). DISCUSSION This randomized control trial provides initial support for the hypothesis that playing an AVR technology game can strengthen peer resistance skills, and early adolescent Hispanic girls will have a positive response to this game. PMID:23150043
Representation of Cultural Role-Play for Training
NASA Technical Reports Server (NTRS)
Santarelli, Thomas; Pepe, Aaron; Rosenzweiz, Larry; Paulus, John; Yi, Ahn Na
2010-01-01
The Department of Defense (000) has successfully applied a number of methods for cultural familiarization training ranging from stand-up classroom training, to face-to-face live role-play, to so-called smart-cards. Recent interest has turned to the use of single and mUlti-player gaming technologies to augment these traditional methods of cultural familiarization. One such system, termed CulturePad, has been designed as a game-based role-play environment suitable for use in training and experimentation involving cultural roleplay scenarios. This paper describes the initial CulturePad effort focused on a literature review regarding the use of role-play for cultural training and a feasibility assessment of using a game-mediated environment for role-play. A small-scale pilot involving cultural experts was conducted to collect qualitative behavioral data comparing live role-play to game-mediated role-play in a multiplayer gaming engine.
NASA Technical Reports Server (NTRS)
Turk, M. A.; Zeiner, P. K.
1986-01-01
In connection with the significant advances made regarding the performance of larger gas turbines, challenges arise concerning the improvement of small gas turbine engines in the 250 to 1000 horsepower range. In response to these challenges, the NASA/Army-sponsored Small Engine Component Technology (SECT) study was undertaken with the objective to identify the engine cycle, configuration, and component technology requirements for the substantial performance improvements desired in year-2000 small gas turbine engines. In the context of this objective, an American turbine engine company evaluated engines for four year-2000 applications, including a rotorcraft, a commuter aircraft, a supersonic cruise missile, and an auxiliary power unit (APU). Attention is given to reference missions, reference engines, reference aircraft, year-2000 technology projections, cycle studies, advanced engine selections, and a technology evaluation.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Zhang, Ding; Han, Xiaoyan; Newaz, Golam
Effectively and accurately detecting cracks or defects in critical engine components, such as turbine engine blades, is very important for aircraft safety. Sonic Infrared (IR) Imaging is such a technology with great potential for these applications. This technology combines ultrasound excitation and IR imaging to identify cracks and flaws in targets. In general, failure of engine components, such as blades, begins with tiny cracks. Since the attenuation of the ultrasound wave propagation in turbine engine blades is small, the efficiency of crack detection in turbine engine blades can be quite high. The authors at Wayne State University have been developingmore » the technology as a reliable tool for the future field use in aircraft engines and engine parts. One part of the development is to use finite element modeling to assist our understanding of effects of different parameters on crack heating while experimentally hard to achieve. The development has been focused with single frequency ultrasound excitation and some results have been presented in a previous conference. We are currently working on multi-frequency excitation models. The study will provide results and insights of the efficiency of different frequency excitation sources to foster the development of the technology for crack detection in aircraft engine components.« less
Development and Assessment of a Chemistry-Based Computer Video Game as a Learning Tool
ERIC Educational Resources Information Center
Martinez-Hernandez, Kermin Joel
2010-01-01
The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning…
NLS propulsion - Government view
NASA Technical Reports Server (NTRS)
Smelser, Jerry W.
1992-01-01
The paper discusses the technology development for the Space Transportation Main Engine (STME). The STME is a liquid oxygen/liquid hydrogen engine with 650,000 pounds of thrust, which may be flown in single-engine or multiple-engine configurations, depending upon the payload and mission requirements. The technological developments completed so far include a vacuum plasma spray process, the liquid interface diffusion bonding, and a thin membrane platelet technology for the combustion chamber fabrication; baseline designs for the hydrogen turbopump and the oxygen pump; and the engine control system. The family of spacecraft for which this engine is being developed includes a 20,000 pound payload to LEO and a 150,000 pound to LEO vehicle.
1984-10-01
SECTION I INTRODUCTION 1. GENERAL -.The F100 gas turbine engine currently powers the Air Force F-15 and F-16 aircraft . The compression section of this... Aircraft in designing these vanes and screens to provide the measured engine profiles. lata acquisition system was defined and transported to Pratt and...WILLIAM W. COEHVRWALKER H. MITCHELL Compressor Test Group Chief, Technology Branch Technology Branch Turbine Engine Division Turbine Engine Division
ERIC Educational Resources Information Center
Tang, Stephen; Hanneghan, Martin
2011-01-01
Game-based learning harnesses the advantages of computer games technology to create a fun, motivating and interactive virtual learning environment that promotes problem-based experiential learning. Such an approach is advocated by many commentators to provide an enhanced learning experience than those based on traditional didactic methods.…
2017-01-01
Background Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. Objective To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. Methods The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom’s taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. Results The development of the game called “Playing with Tweezers” was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. Conclusions The “digital” nursing student needs engagement, stimulation, reality, and entertainment, not just readings. “Playing with Tweezers” is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we cannot forget that skill training in an educational game does not replace curricular practice, but helps. PMID:28073736
Learning when Serious: Psychophysiological Evaluation of a Technology-Enhanced Learning Game
ERIC Educational Resources Information Center
Cowley, Ben; Fantato, Martino; Jennett, Charlene; Ruskov, Martin; Ravaja, Niklas
2014-01-01
We report an evaluation study for a novel learning platform, motivated by the growing need for methods to do assessment of serious game efficacy. The study was a laboratory experiment combining evaluation methods from the fields of learning assessment and psychophysiology. 15 participants used the TARGET game platform for 25 minutes, while the…
Conventional engine technology. Volume 1: Status of OTTO cycle engine technology
NASA Technical Reports Server (NTRS)
Dowdy, M. W.
1981-01-01
Federally-mandated emissions standards have led to major changes in automotive technology during the last decade. Efforts to satisfy the new standards were directed more toward the use of add-on devices, such as catalytic converters, turbochargers, and improved fuel metering, than toward complete engine redesign. The resulting changes are described and the improvement brought about by them in fuel economy and emissions levels are fully documented. Four specific categories of gasoline-powered internal combustion engines are covered, including subsystem and total engine development. Also included are the results of fuel economy and exhaust emissions tests performed on representative vehicles from each category.
The Girl Game Company: Engaging Latina Girls in Information Technology
ERIC Educational Resources Information Center
Denner, Jill; Bean, Steve; Martinez, Jacob
2009-01-01
This article describes the Girl Game Company's involvement in teaching Latina girls to design and program computer games while building a network of support to help them pursue IT courses and careers. Afterschool programs like the Girl Game Company can fill an important gap by providing opportunities for underserved youth to build IT fluency. A…
Paim, Crislaine Pires Padilha; Goldmeier, Silvia
2017-01-10
Existing research suggests that digital games can be used effectively for educational purposes at any level of training. Perioperative nursing educators can use games to complement curricula, in guidance and staff development programs, to foster team collaboration, and to give support to critical thinking in nursing practice because it is a complex environment. To describe the process of developing an educational game to set up surgical instruments on the Mayo stand or back table as a resource to assist the instructor in surgical instrumentation training for students and nursing health professionals in continued education. The study was characterized by applied research in production technology. It included the phases of analysis and design, development, and evaluation. The objectives of the educational game were developed through Bloom's taxonomy. Parallel to the physical development of the educational game, a proposed model for the use of digital elements in educational game activities was applied to develop the game content. The development of the game called "Playing with Tweezers" was carried out in 3 phases and was evaluated by 15 participants, comprising students and professional experts in various areas of knowledge such as nursing, information technology, and education. An environment was created with an initial screen, menu buttons containing the rules of the game, and virtual tour modes for learning and assessment. The "digital" nursing student needs engagement, stimulation, reality, and entertainment, not just readings. "Playing with Tweezers" is an example of educational gaming as an innovative teaching strategy in nursing that encourages the strategy of involving the use of educational games to support theoretical or practical classroom teaching. Thus, the teacher does not work with only 1 type of teaching methodology, but with a combination of different methodologies. In addition, we cannot forget that skill training in an educational game does not replace curricular practice, but helps. ©Crislaine Pires Padilha Paim, Silvia Goldmeier. Originally published in JMIR Serious Games (http://games.jmir.org), 10.01.2017.
NASA Orbit Transfer Rocket Engine Technology Program
NASA Technical Reports Server (NTRS)
1984-01-01
The advanced expander cycle engine with a 15,000 lb thrust level and a 6:1 mixture ratio and optimized performance was used as the baseline for a design study of the hydrogen/oxgyen propulsion system for the orbit transfer vehicle. The critical components of this engine are the thrust chamber, the turbomachinery, the extendible nozzle system, and the engine throttling system. Turbomachinery technology is examined for gears, bearing, seals, and rapid solidification rate turbopump shafts. Continuous throttling concepts are discussed. Components of the OTV engine described include the thrust chamber/nozzle assembly design, nozzles, the hydrogen regenerator, the gaseous oxygen heat exchanger, turbopumps, and the engine control valves.
NASA Technical Reports Server (NTRS)
Cannon, I.; Balcer, S.; Cochran, M.; Klop, J.; Peterson, S.
1991-01-01
An Integrated Control and Health Monitoring (ICHM) system was conceived for use on a 20 Klb thrust baseline Orbit Transfer Vehicle (OTV) engine. Considered for space used, the ICHM was defined for reusability requirements for an OTV engine service free life of 20 missions, with 100 starts and a total engine operational time of 4 hours. Functions were derived by flowing down requirements from NASA guidelines, previous OTV engine or ICHM documents, and related contracts. The elements of an ICHM were identified and listed, and these elements were described in sufficient detail to allow estimation of their technology readiness levels. These elements were assessed in terms of technology readiness level, and supporting rationale for these assessments presented. The remaining cost for development of a minimal ICHM system to technology readiness level 6 was estimated. The estimates are within an accuracy range of minus/plus 20 percent. The cost estimates cover what is needed to prepare an ICHM system for use on a focussed testbed for an expander cycle engine, excluding support to the actual test firings.
Development of an interactive game-based rehabilitation tool for dynamic balance training.
Lange, BeLinda; Flynn, Sheryl; Proffitt, Rachel; Chang, Chien-Yen; Rizzo, Albert Skip
2010-01-01
Conventional physical therapy techniques have been shown to improve balance, mobility, and gait following neurological injury. Treatment involves training patients to transfer weight onto the impaired limb to improve weight shift while standing and walking. Visual biofeedback and force plate systems are often used for treatment of balance and mobility disorders. Researchers have also been exploring the use of video game consoles such as the Nintendo Wii Fit as rehabilitation tools. Case studies have demonstrated that the use of video games may have promise for balance rehabilitation. However, initial usability studies and anecdotal evidence suggest that the current commercial games are not compatible with controlled, specific exercise required to meet therapy goals. Based on focus group data and observations with patients, a game has been developed to specifically target weight shift training using an open source game engine and the Nintendo Wii Fit Balance Board. The prototype underwent initial usability testing with a sample of clinicians and with persons with neurological injury. Overall, feedback was positive, and areas for improvement were identified. This preliminary research provides support for the development of a game that caters specifically to the key requirements of balance rehabilitation.
NASA Technical Reports Server (NTRS)
Conroy, Michael; Mazzone, Rebecca; Little, William; Elfrey, Priscilla; Mann, David; Mabie, Kevin; Cuddy, Thomas; Loundermon, Mario; Spiker, Stephen; McArthur, Frank;
2010-01-01
The Distributed Observer network (DON) is a NASA-collaborative environment that leverages game technology to bring three-dimensional simulations to conventional desktop and laptop computers in order to allow teams of engineers working on design and operations, either individually or in groups, to view and collaborate on 3D representations of data generated by authoritative tools such as Delmia Envision, Pro/Engineer, or Maya. The DON takes models and telemetry from these sources and, using commercial game engine technology, displays the simulation results in a 3D visual environment. DON has been designed to enhance accessibility and user ability to observe and analyze visual simulations in real time. A variety of NASA mission segment simulations [Synergistic Engineering Environment (SEE) data, NASA Enterprise Visualization Analysis (NEVA) ground processing simulations, the DSS simulation for lunar operations, and the Johnson Space Center (JSC) TRICK tool for guidance, navigation, and control analysis] were experimented with. Desired functionalities, [i.e. Tivo-like functions, the capability to communicate textually or via Voice-over-Internet Protocol (VoIP) among team members, and the ability to write and save notes to be accessed later] were targeted. The resulting DON application was slated for early 2008 release to support simulation use for the Constellation Program and its teams. Those using the DON connect through a client that runs on their PC or Mac. This enables them to observe and analyze the simulation data as their schedule allows, and to review it as frequently as desired. DON team members can move freely within the virtual world. Preset camera points can be established, enabling team members to jump to specific views. This improves opportunities for shared analysis of options, design reviews, tests, operations, training, and evaluations, and improves prospects for verification of requirements, issues, and approaches among dispersed teams.
New Frontiers AO: Advanced Materials Bi-propellant Rocket (AMBR) Engine Information Summary
NASA Technical Reports Server (NTRS)
Liou, Larry C.
2008-01-01
The Advanced Material Bi-propellant Rocket (AMBR) engine is a high performance (I(sub sp)), higher thrust, radiation cooled, storable bi-propellant space engine of the same physical envelope as the High Performance Apogee Thruster (HiPAT(TradeMark)). To provide further information about the AMBR engine, this document provides details on performance, development, mission implementation, key spacecraft integration considerations, project participants and approach, contact information, system specifications, and a list of references. The In-Space Propulsion Technology (ISPT) project team at NASA Glenn Research Center (GRC) leads the technology development of the AMBR engine. Their NASA partners were Marshall Space Flight Center (MSFC) and Jet Propulsion Laboratory (JPL). Aerojet leads the industrial partners selected competitively for the technology development via the NASA Research Announcement (NRA) process.
NASA Technical Reports Server (NTRS)
1977-01-01
Results of initial tests of the under the wing experimental engine and boilerplate nacelle are presented. The mechanical performance of the engine is reported with emphasis on the advanced technology components. Technology elements of the propulsion system covered include: system dynamics, composite fan blades, reduction gear, lube and accessory drive system, fan frame, inlet, core cowl cooling, fan exhaust nozzle, and digital control system.
ERIC Educational Resources Information Center
Scheibe, Kevin P.; Mennecke, Brian E.; Luse, Andy
2007-01-01
Computing technology augments learning in education in a number of ways. One particular method uses interactive programs to demonstrate complex concepts. The purpose of this article is to examine one type of interactive learning technology, the transparent engine. The transparent engine allows instructors and students to view and directly interact…
Development Status of the CECE Cryogenic Deep Throttling Demonstrator Engine
NASA Technical Reports Server (NTRS)
2008-01-01
As one of the first technology development programs awarded by NASA under the U.S. Space Exploration Policy (USSEP), the Pratt & Whitney Rocketdyne (PWR) Deep Throttling, Common Extensible Cryogenic Engine (CECE) program was selected by NASA in November 2004 to begin technology development and demonstration toward a deep throttling, cryogenic engine supporting ongoing trade studies for NASA's Lunar Lander descent stage. The CECE program leverages the maturity and previous investment of a flight-proven hydrogen/oxygen expander cycle engine, the PWR RLI0, to develop and demonstrate an unprecedented combination of reliability, safety, durability, throttlability, and restart capabilities in a high-energy, cryogenic engine. The testbed selected for the deep throttling demonstration phases of this program was a minimally modified RL10 engine, allowing for maximum current production engine commonality and extensibility with minimum program cost. Two series of demonstrator engine tests, the first in April-May 2006 and the second in March-April 2007, have demonstrated in excess of 10:1 throttling of the hydrogen/oxygen expander cycle engine. Both test series have explored a combustion instability ("chug") environment at low throttled power levels. These tests have provided an early demonstration of an enabling cryogenic propulsion concept with invaluable system-level technology data acquisition toward design and development risk mitigation for future CECE Demonstrator engine tests.
DELTA-DIESEL ENGINE LIGHT TRUCK APPLICATION Contract DE-FC05-97OR22606 Final Report
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hakim, Nabil Balnaves, Mike
2003-05-27
DELTA Diesel Engine Light Truck Application End of Contract Report DE-FC05-97-OR22606 EXECUTIVE SUMMARY This report is the final technical report of the Diesel Engine Light Truck Application (DELTA) program under contract DE-FC05-97-OR22606. During the course of this contract, Detroit Diesel Corporation analyzed, designed, tooled, developed and applied the ''Proof of Concept'' (Generation 0) 4.0L V-6 DELTA engine and designed the successor ''Production Technology Demonstration'' (Generation 1) 4.0L V-6 DELTA engine. The objectives of DELTA Program contract DE-FC05-97-OR22606 were to: Demonstrate production-viable diesel engine technologies, specifically intended for the North American LDT and SUV markets; Demonstrate emissions compliance with significant fuelmore » economy advantages. With a clean sheet design, DDC produced the DELTA engine concept promising the following attributes: 30-50% improved fuel economy; Low cost; Good durability and reliability; Acceptable noise, vibration and harshness (NVH); State-of-the-art features; Even firing, 4 valves per cylinder; High pressure common rail fuel system; Electronically controlled; Turbocharged, intercooled, cooled EGR; Extremely low emissions via CLEAN Combustion{copyright} technology. To demonstrate the engine technology in the SUV market, DDC repowered a 1999 Dodge Durango with the DELTA Generation 0 engine. Fuel economy improvements were approximately 50% better than the gasoline engine replaced in the vehicle.« less
Gaming Preferences of Aging Generations
Blocker, Kenneth A.; Wright, Timothy J.; Boot, Walter R.
2017-01-01
Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics. PMID:29033699
NASA Technical Reports Server (NTRS)
1992-01-01
Using NASA studies of advanced lunar exploration and colonization, KDT Industries, Inc. and Wesson International have developed MOONBASE, a computer game. The player, or team commander, must build and operate a lunar base using NASA technology. He has 10 years to explore the surface, select a site and assemble structures brought from Earth into an efficient base. The game was introduced in 1991 by Texas Space Grant Consortium.
Gaming Preferences of Aging Generations.
Blocker, Kenneth A; Wright, Timothy J; Boot, Walter R
2014-01-01
Increasing evidence suggests that action digital game training can improve a variety of perceptual and cognitive abilities, including those that decline most with age. Unfortunately, previous work has found that older adults dislike these games and adherence may be poor for action game-based interventions. The focus of the current study was to better understand the types of games older adults are willing to play and explore predictors of game preference (e.g., gender, age, technology experience, personality). With this information action games might be modified or developed to maximize adherence and cognitive benefit. Older adults were administered a modified version of an existing game questionnaire and a custom game preference survey. Clear preferences were observed that were similar between participants with and without previous digital game experience (with puzzle and intellectually stimulating games being most interesting to older adults in our sample, and massively multiplayer online games and first-person shooters being least interesting). Personality, demographic, and technology experience variables were also collected. Interesting trends suggested the possibility that several demographic and personality variables might be predictive of game preference. Results have implications for future directions of research, designing games that would appeal to older adult audiences, and for how to design custom games to maximize intervention adherence based on individual difference characteristics.
Advanced supersonic propulsion system technology study, phase 2
NASA Technical Reports Server (NTRS)
Allan, R. D.
1975-01-01
Variable cycle engines were identified, based on the mixed-flow low-bypass-ratio augmented turbofan cycle, which has shown excellent range capability in the AST airplane. The best mixed-flow augmented turbofan engine was selected based on range in the AST Baseline Airplane. Selected variable cycle engine features were added to this best conventional baseline engine, and the Dual-Cycle VCE and Double-Bypass VCE were defined. The conventional mixed-flow turbofan and the Double-Bypass VCE were on the subjects of engine preliminary design studies to determine mechanical feasibility, confirm weight and dimensional estimates, and identify the necessary technology considered not yet available. Critical engine components were studied and incorporated into the variable cycle engine design.
Study, optimization, and design of a laser heat engine
NASA Technical Reports Server (NTRS)
1978-01-01
Laser heat engine concepts, proposed for satellite applications, were analyzed to determine which engine concepts best meet the requirements of high efficiency (50 percent or better) continuous operation in space. The best laser heat engine for a near-term experimental demonstration, selected on the basis of high overall operating efficiency, high power-to-weight characteristics, and availability of the required technology, is an Otto/Diesel cycle piston engine using a diamond window to admit CO2 laser radiation. The technology with the greatest promise of scaling to megawatt power levels in the long term is the energy exchanger/gas turbine combination.
LLCySA: Making Sense of Cyberspace
2014-01-01
data center. His other activities include the development of immersive 3D environments leveraging video- game technology to provide a multiplayer ...exploring data-driven approaches to network protection. Imagine a cyber analyst navigating a three-dimen- sional (3D) game , walking down virtual office...because of information overload. One approach to this challenge leverages technol- ogy utilized in the 3D gaming industry. The video- game medium
Control technology for future aircraft propulsion systems
NASA Technical Reports Server (NTRS)
Zeller, J. R.; Szuch, J. R.; Merrill, W. C.; Lehtinen, B.; Soeder, J. F.
1984-01-01
The need for a more sophisticated engine control system is discussed. The improvements in better thrust-to-weight ratios demand the manipulation of more control inputs. New technological solutions to the engine control problem are practiced. The digital electronic engine control (DEEC) system is a step in the evolution to digital electronic engine control. Technology issues are addressed to ensure a growth in confidence in sophisticated electronic controls for aircraft turbine engines. The need of a control system architecture which permits propulsion controls to be functionally integrated with other aircraft systems is established. Areas of technology studied include: (1) control design methodology; (2) improved modeling and simulation methods; and (3) implementation technologies. Objectives, results and future thrusts are summarized.
NASA Astrophysics Data System (ADS)
Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.
2017-05-01
The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.
Wiebrands, Michael; Malajczuk, Chris J; Woods, Andrew J; Rohl, Andrew L; Mancera, Ricardo L
2018-06-21
Molecular graphics systems are visualization tools which, upon integration into a 3D immersive environment, provide a unique virtual reality experience for research and teaching of biomolecular structure, function and interactions. We have developed a molecular structure and dynamics application, the Molecular Dynamics Visualization tool, that uses the Unity game engine combined with large scale, multi-user, stereoscopic visualization systems to deliver an immersive display experience, particularly with a large cylindrical projection display. The application is structured to separate the biomolecular modeling and visualization systems. The biomolecular model loading and analysis system was developed as a stand-alone C# library and provides the foundation for the custom visualization system built in Unity. All visual models displayed within the tool are generated using Unity-based procedural mesh building routines. A 3D user interface was built to allow seamless dynamic interaction with the model while being viewed in 3D space. Biomolecular structure analysis and display capabilities are exemplified with a range of complex systems involving cell membranes, protein folding and lipid droplets.
Space shuttle hypergolic bipropellant RCS engine design study, Bell model 8701
NASA Technical Reports Server (NTRS)
1974-01-01
A research program was conducted to define the level of the current technology base for reaction control system rocket engines suitable for space shuttle applications. The project consisted of engine analyses, design, fabrication, and tests. The specific objectives are: (1) extrapolating current engine design experience to design of an RCS engine with required safety, reliability, performance, and operational capability, (2) demonstration of multiple reuse capability, and (3) identification of current design and technology deficiencies and critical areas for future effort.
High Reliability Engine Control Demonstrated for Aircraft Engines
NASA Technical Reports Server (NTRS)
Guo, Ten-Huei
1999-01-01
For a dual redundant-control system, which is typical for short-haul aircraft, if a failure is detected in a control sensor, the engine control is transferred to a safety mode and an advisory is issued for immediate maintenance action to replace the failed sensor. The safety mode typically results in severely degraded engine performance. The goal of the High Reliability Engine Control (HREC) program was to demonstrate that the neural-network-based sensor validation technology can safely operate an engine by using the nominal closed-loop control during and after sensor failures. With this technology, engine performance could be maintained, and the sensor could be replaced as a conveniently scheduled maintenance action.
Definition study for variable cycle engine testbed engine and associated test program
NASA Technical Reports Server (NTRS)
Vdoviak, J. W.
1978-01-01
The product/study double bypass variable cycle engine (VCE) was updated to incorporate recent improvements. The effect of these improvements on mission range and noise levels was determined. This engine design was then compared with current existing high-technology core engines in order to define a subscale testbed configuration that simulated many of the critical technology features of the product/study VCE. Detailed preliminary program plans were then developed for the design, fabrication, and static test of the selected testbed engine configuration. These plans included estimated costs and schedules for the detail design, fabrication and test of the testbed engine and the definition of a test program, test plan, schedule, instrumentation, and test stand requirements.
An N+3 Technology Level Reference Propulsion System
NASA Technical Reports Server (NTRS)
Jones, Scott M.; Haller, William J.; Tong, Michael To-Hing
2017-01-01
An N+3 technology level engine, suitable as a propulsion system for an advanced single-aisle transport, was developed as a reference cycle for use in technology assessment and decision-making efforts. This reference engine serves three main purposes: it provides thermodynamic quantities at each major engine station, it provides overall propulsion system performance data for vehicle designers to use in their analyses, and it can be used for comparison against other proposed N+3 technology-level propulsion systems on an equal basis. This reference cycle is meant to represent the expected capability of gas turbine engines in the N+3 timeframe given reasonable extrapolations of technology improvements and the ability to take full advantage of those improvements.
1996 Heavy-Duty Vehicle and Engine Resource Guide
DOT National Transportation Integrated Search
1996-01-01
Engine manufacturers are moving forward when it comes to alternative fuel engine technology. This model year (MY96), heavy-duty engine manufacturers are offering a number of natural gas models with additional models nearing production. Electric vehic...
A summary of NASA/Air Force Full Scale Engine Research programs using the F100 engine
NASA Technical Reports Server (NTRS)
Deskin, W. J.; Hurrell, H. G.
1979-01-01
This paper summarizes a joint NASA/Air Force Full Scale Engine Research (FSER) program conducted with the F100 engine during the period 1974 through 1979. The program mechanism is described and the F100 test vehicles utilized are illustrated. Technology items which have been addressed in the areas of swirl augmentation, flutter phenomenon, advanced electronic control logic theory, strain gage technology, and distortion sensitivity are identified and the associated test programs conducted at the NASA-Lewis Research Center are described. Results presented show that the FSER approach, which utilizes existing state-of-the-art engine hardware to evaluate advanced technology concepts and problem areas, can contribute a significant data base for future system applications. Aerodynamic phenomenon previously not considered by current design systems have been identified and incorporated into current industry design tools.
NASA Astrophysics Data System (ADS)
Mayhew, Ellen R.
1994-07-01
Seal technology development is an important part of the Air Force's participation in the Integrated High Performance Turbine Engine Technology (IHPTET) initiative, the joint DOD, NASA, ARPA, and industry endeavor to double turbine engine capabilities by the turn of the century. Significant performance and efficiency improvements can be obtained through reducing internal flow system leakage, but seal environment requirements continue to become more extreme as the engine thermodynamic cycles advance towards these IHPTET goals. Brush seal technology continues to be pursued by the Air Force to reduce leakage at the required conditions. Likewise, challenges in engine mainshaft air/oil seals are also being addressed. Counter-rotating intershaft applications within the IHPTET initiative involve very high rubbing velocities. This viewgraph presentation briefly describes past and current seal research and development programs and gives a summary of seal applications in demonstrator and developmental engine testing.
NASA Technical Reports Server (NTRS)
Evans, D. G.; Miller, T. J.
1978-01-01
Technology areas related to gas turbine propulsion systems with potential for application to the automotive gas turbine engine are discussed. Areas included are: system steady-state and transient performance prediction techniques, compressor and turbine design and performance prediction programs and effects of geometry, combustor technology and advanced concepts, and ceramic coatings and materials technology.
Aircraft Energy Efficiency (ACEE) status report
NASA Technical Reports Server (NTRS)
Nored, D. L.; Dugan, J. F., Jr.; Saunders, N. T.; Ziemianski, J. A.
1979-01-01
Fuel efficiency in aeronautics, for fuel conservation in general as well as for its effect on commercial aircraft operating economics is considered. Projects of the Aircraft Energy Efficiency Program related to propulsion are emphasized. These include: (1) engine component improvement, directed at performance improvement and engine diagnostics for prolonged service life; (2) energy efficient engine, directed at proving the technology base for the next generation of turbofan engines; and (3) advanced turboprop, directed at advancing the technology of turboprop powered aircraft to a point suitable for commercial airline service. Progress in these technology areas is reported.
ERIC Educational Resources Information Center
O'Reilly, Gary; Coyle, David; Tunney, Conall
2016-01-01
Mindful Gnats is a computer game and App that introduces mindfulness and relaxation skills to young people aged nine years and older. In this paper the authors describe their model for using technology to support children with the development of psychological skills. This model combines a computer game to introduce and practice psychological…
Feasibility of a Low-Cost, Interactive Gaming System to Assess Balance in Older Women.
Hall, Courtney D; Clevenger, Carolyn K; Wolf, Rachel A; Lin, James S; Johnson, Theodore M; Wolf, Steven L
2016-01-01
The use of low-cost interactive game technology for balance rehabilitation has become more popular recently, with generally good outcomes. Very little research has been undertaken to determine whether this technology is appropriate for balance assessment. The Wii balance board has good reliability and is comparable to a research-grade force plate; however, recent studies examining the relationship between Wii Fit games and measures of balance and mobility demonstrate conflicting findings. This study found that the Wii Fit was feasible for community-dwelling older women to safely use the balance board and quickly learn the Wii Fit games. The Ski Slalom game scores were strongly correlated with several balance and mobility measures, whereas Table Tilt game scores were not. Based on these findings, the Ski Slalom game may have utility in the evaluation of balance problems in community-dwelling older adults.
2005-10-01
to be exposed to in terms of validation and research.� This is important because the game development community is used to only market validation...dev, aggressively pursuing new frontiers.� We are working on ways within our greater project and future events to explain more about game development production...technology providers that permeate the game development space. By bringing over these key leaders we can further grow the overall community of
Conventional engine technology. Volume 3: Comparisons and future potential
NASA Technical Reports Server (NTRS)
Dowdy, M. W.
1981-01-01
The status of five conventional automobile engine technologies was assessed and the future potential for increasing fuel economy and reducing exhaust emission was discussed, using the 1980 EPA California emisions standards as a comparative basis. By 1986, the fuel economy of a uniform charge Otto engine with a three-way catalyst is expected to increase 10%, while vehicles with lean burn (fast burn) engines should show a 20% fuel economy increase. Although vehicles with stratified-charge engines and rotary engines are expected to improve, their fuel economy will remain inferior to the other engine types. When adequate NO emissions control methods are implemented to meet the EPA requirements, vehicles with prechamber diesel engines are expected to yield a fuel economy advantage of about 15%. While successful introduction of direct injection diesel engine technology will provide a fuel savings of 30 to 35%, the planned regulation of exhaust particulates could seriously hinder this technology, because it is expected that only the smallest diesel engine vehicles could meet the proposed particulate requirements.
Overview of free-piston Stirling technology at the NASA Lewis Research Center
NASA Technical Reports Server (NTRS)
Slaby, J. G.
1985-01-01
An overview of the National Aeronautics and Space Administration (NASA) Lewis Research Center (Lewis) free-piston Stirling engine activities is presented. These activities include: (1) a generic free-piston Stirling technology project being conducted to develop technologies synergistic to both space power and terrestrial heat pump applications in a cooperative, cost-shared effort with the Department of Energy (DOE/Oak Ridge National Laboratory (ONRL)), and (2) a free-piston Stirling space-power technology demonstration project as part of the SP-100 program being conducted in support of the Department of Defense (DOD), DOE, and NASA/Lewis. The generic technology effort includes extensive parametric testing of a 1 kw free-piston Stirling engine (RE-1000), development and validation of a free-piston Stirling performance computer code, and fabrication and initial testing of an hydraulic output modification for the RE-1000 engine. The space power technology effort, under SP-100, addresses the status of the 25 kWe Space Power Demonstrator Engine (SPDE) including early test results.
2002-03-13
NASA's Marshall Space Flight Center (MSFC) in Huntsville, Alabama, has begun a series of engine tests on the Reaction Control Engine developed by TRW Space and Electronics for NASA's Space Launch Initiative (SLI). SLI is a technology development effort aimed at improving the safety, reliability, and cost effectiveness of space travel for reusable launch vehicles. The engine in this photo, the first engine tested at MSFC that includes SLI technology, was tested for two seconds at a chamber pressure of 185 pounds per square inch absolute (psia). Propellants used were liquid oxygen as an oxidizer and liquid hydrogen as fuel. Designed to maneuver vehicles in orbit, the engine is used as an auxiliary propulsion system for docking, reentry, fine-pointing, and orbit transfer while the vehicle is in orbit. The Reaction Control Engine has two unique features. It uses nontoxic chemicals as propellants, which creates a safer environment with less maintenance and quicker turnaround time between missions, and it operates in dual thrust modes, combining two engine functions into one engine. The engine operates at both 25 and 1,000 pounds of force, reducing overall propulsion weight and allowing vehicles to easily maneuver in space. The force of low level thrust allows the vehicle to fine-point maneuver and dock, while the force of the high level thrust is used for reentry, orbital transfer, and course positioning.
Exo-Skeletal Engine: Novel Engine Concept
NASA Technical Reports Server (NTRS)
Chamis, Cristos C.; Blankson, Isaiah M.
2004-01-01
The exo-skeletal engine concept represents a new radical engine technology with the potential to substantially revolutionize engine design. It is an all-composite drum-rotor engine in which conventionally heavy shafts and discs are eliminated and are replaced by rotating casings that support the blades in spanwise compression. Thus the rotating blades are in compression rather than tension. The resulting open channel at the engine centerline has immense potential for jet noise reduction and can also accommodate an inner combined-cycle thruster such as a ramjet. The exo-skeletal engine is described in some detail with respect to geometry, components, and potential benefits. Initial evaluations and results for drum rotors, bearings, and weights are summarized. Component configuration, assembly plan, and potential fabrication processes are also identified. A finite element model of the assembled engine and its major components is described. Preliminary results obtained thus far show at least a 30-percent reduction of engine weight and about a 10-dB noise reduction, compared with a baseline conventional high-bypass-ratio engine. Potential benefits in all aspects of this engine technology are identified and tabulated. Quantitative assessments of potential benefits are in progress.
Component improvement of free-piston Stirling engine key technology for space power
NASA Technical Reports Server (NTRS)
Alger, Donald L.
1988-01-01
The successful performance of the 25 kW Space Power Demonstrator (SPD) engine during an extensive testing period has provided a baseline of free piston Stirling engine technology from which future space Stirling engines may evolve. Much of the success of the engine was due to the initial careful selection of engine materials, fabrication and joining processes, and inspection procedures. Resolution of the few SPD engine problem areas that did occur has resulted in the technological advancement of certain key free piston Stirling engine components. Derivation of two half-SPD, single piston engines from the axially opposed piston SPD engine, designated as Space Power Research (SPR) engines, has made possible the continued improvement of these engine components. The two SPR engines serve as test bed engines for testing of engine components. Some important fabrication and joining processes are reviewed. Also, some component deficiencies that were discovered during SPD engine testing are described and approaches that were taken to correct these deficiencies are discussed. Potential component design modifications, based upon the SPD and SPR engine testing, are also reported.
Cryogenic gear technology for an orbital transfer vehicle engine and tester design
NASA Technical Reports Server (NTRS)
Calandra, M.; Duncan, G.
1986-01-01
Technology available for gears used in advanced Orbital Transfer Vehicle rocket engines and the design of a cryogenic adapted tester used for evaluating advanced gears are presented. The only high-speed, unlubricated gears currently in cryogenic service are used in the RL10 rocket engine turbomachinery. Advanced rocket engine gear systems experience operational load conditions and rotational speed that are beyond current experience levels. The work under this task consisted of a technology assessment and requirements definition followed by design of a self-contained portable cryogenic adapted gear test rig system.
Fun with Mission Control: Learning Science and Technology by Sitting in the Driver's Seat
NASA Astrophysics Data System (ADS)
Fitzpatrick, A. J.; Fisher, D. K.; Leon, N.; Novati, A.; Chmielewski, A. B.; Karlson, D. K.
2012-12-01
We will demonstrate and discuss iOS games we have developed that simulate real space mission scenarios in simplified form. These games are designed to appeal to multiple generations, while educating and informing the player about the mission science and technology. Such interactive games for mobile devices can reach an audience that might otherwise be inaccessible. However, developing in this medium comes with its own set of challenges. Touch screen input demands a different type of interface and defines new rules for user interaction. Communicating informative messages to an audience on the go also poses unique challenges. The organization and delivery of the content needs to consider that the users are often distracted by their environments or have only short blocks of time in which to become involved with the activity. The first game, "Comet Quest," simulates the Rosetta mission. Rosetta, sponsored by the European Space Agency, with important contributions from NASA, is on its way to Comet 67P/Churyumov-Gerasimenko. It will orbit the comet and drop a lander on the nucleus. It will continue to orbit for two years as the comet approaches the Sun. Both orbiter and lander will make measurements and observations and transmit the data to Earth, in the first close study of a comet's evolution as it journeys to the inner solar system. In "Comet Quest," the player controls the release of the lander and records and transmits all the science data. The game is fun and challenging, no matter the player's skill level. Comet Quest includes a "Learn more" feature, with questions and simple, concise answers about comets and the Rosetta mission. "Rescue 406!" is another simulation game, this one enacting the process of rescuing individuals in distress using the Search And Rescue Satellite-Aided Tracking system, SARSAT. Development of this game was sponsored by NOAA's Geostationary Operational Environmental Satellite, R-series, program (GOES-R). This game incorporates the major components of the SARSAT technology. A "learn more" feature describes how the SARSAT process works. Both of these game concepts begin with the science and technology of real missions. They both involve realistic, albeit simplified, process scenarios. We were challenged to create compelling game play action that simultaneously fulfilled the overall objective to educate, engage, and inform a wide audience about important science and technology achievements.
NASA Technical Reports Server (NTRS)
Mellish, J. A.
1980-01-01
Engine control techniques were established and new technology requirements were identified. The designs of the components and engine were prepared in sufficient depth to calculate engine and component weights and envelopes, turbopump efficiencies and recirculation leakage rates, and engine performance. Engine design assumptions are presented along with the structural design criteria.
NASA Astrophysics Data System (ADS)
Zakirova, A. A.; Ganiev, B. A.; Mullin, R. I.
2015-11-01
The lack of visible and approachable ways of training surgical skills is one of the main problems in medical education. Existing simulation training devices are not designed to teach students, and are not available due to the high cost of the equipment. Using modern technologies such as virtual reality and hands movements fixation technology we want to create innovative method of learning the technics of conducting operations in 3D game format, which can make education process interesting and effective. Creating of 3D format virtual simulator will allow to solve several conceptual problems at once: opportunity of practical skills improvement unlimited by the time without the risk for patient, high realism of environment in operational and anatomic body structures, using of game mechanics for information perception relief and memorization of methods acceleration, accessibility of this program.
New opportunities for future small civil turbine engines: Overviewing the GATE studies
NASA Technical Reports Server (NTRS)
Strack, W. C.
1979-01-01
An overview of four independent studies forecasts the potential impact of advanced technology turbine engines in the post 1988 market, identifies important aircraft and missions, desirable engine sizes, engine performance, and cost goals. Parametric evaluations of various engine cycles, configurations, design features, and advanced technology elements defined baseline conceptual engines for each of the important missions identified by the market analysis. Both fixed-wing and helicopter aircraft, and turboshaft, turboprop, and turbofan engines were considered. Sizable performance gains (e.g., 20% SFC decrease), and large engine cost reductions of sufficient magnitude are predicted to challenge the reciprocating engine in the 300-500 SHP class.
Technology Requirements and Development for Affordable High-Temperature Distributed Engine Controls
2012-06-04
long lasting, high temperature modules is to use high temperature electronics on ceramic modules. The electronic components are “ brazed ” onto the...Copyright © 2012 by ISA Technology Requirements and Development for Affordable High - Temperature Distributed Engine Controls Alireza Behbahani 1...with regards to high temperature capability. The Government and Industry Distributed Engine Controls Working Group (DECWG) [5] has been established
A study of mass data storage technology for rocket engine data
NASA Technical Reports Server (NTRS)
Ready, John F.; Benser, Earl T.; Fritz, Bernard S.; Nelson, Scott A.; Stauffer, Donald R.; Volna, William M.
1990-01-01
The results of a nine month study program on mass data storage technology for rocket engine (especially the Space Shuttle Main Engine) health monitoring and control are summarized. The program had the objective of recommending a candidate mass data storage technology development for rocket engine health monitoring and control and of formulating a project plan and specification for that technology development. The work was divided into three major technical tasks: (1) development of requirements; (2) survey of mass data storage technologies; and (3) definition of a project plan and specification for technology development. The first of these tasks reviewed current data storage technology and developed a prioritized set of requirements for the health monitoring and control applications. The second task included a survey of state-of-the-art and newly developing technologies and a matrix-based ranking of the technologies. It culminated in a recommendation of optical disk technology as the best candidate for technology development. The final task defined a proof-of-concept demonstration, including tasks required to develop, test, analyze, and demonstrate the technology advancement, plus an estimate of the level of effort required. The recommended demonstration emphasizes development of an optical disk system which incorporates an order-of-magnitude increase in writing speed above the current state of the art.
Space Technology Mission Directorate: Game Changing Development
NASA Technical Reports Server (NTRS)
Gaddis, Stephen W.
2015-01-01
NASA and the aerospace community have deep roots in manufacturing technology and innovation. Through it's Game Changing Development Program and the Advanced Manufacturing Technology Project NASA develops and matures innovative, low-cost manufacturing processes and products. Launch vehicle propulsion systems are a particular area of interest since they typically comprise a large percentage of the total vehicle cost and development schedule. NASA is currently working to develop and utilize emerging technologies such as additive manufacturing (i.e. 3D printing) and computational materials and processing tools that could dramatically improve affordability, capability, and reduce schedule for rocket propulsion hardware.
Conventional engine technology. Volume 2: Status of diesel engine technology
NASA Technical Reports Server (NTRS)
Schneider, H. W.
1981-01-01
The engines of diesel cars marketed in the United States were examined. Prominent design features, performance characteristics, fuel economy and emissions data were compared. Specific problems, in particular those of NO and smoke emissions, the effects of increasing dieselization on diesel fuel price and availability, current R&D work and advanced diesel concepts are discussed. Diesel cars currently have a fuel economy advantage over gasoline engine powered cars. Diesel drawbacks (noise and odor) were reduced to a less objectionable level. An equivalent gasoline engine driveability was obtained with turbocharging. Diesel manufacturers see a growth in the diesel market for the next ten years. Uncertainties regarding future emission regulation may inhibit future diesel production investments. With spark ignition engine technology advancing in the direction of high compression ratios, the fuel economy advantages of the diesel car is expected to diminish. To return its fuel economy lead, the diesel's potential for future improvement must be used.
NASA Technical Reports Server (NTRS)
Reynolds, C. N.
1985-01-01
The preliminary design of advanced technology (1992) prop-fan engines for single-rotation prop-fans, the conceptual design of the entire propulsion system, and an aircraft evaluation of the resultant designs are discussed. Four engine configurations were examined. A two-spool engine with all axial compressors and a three-spool engine with axial/centrifugal compressors were selected. Integrated propulsion systems were designed in conjunction with airframe manufacturers. The design efforts resulted in 12,000 shaft horsepower engines installed in over the installations with in-line and offset gearboxes. The prop-fan powered aircraft used 21 percent less fuel and cost 10 percent less to operate than a similar aircraft powered by turbofan engines with comparable technology.
Crowd-Sourced Help with Emergent Knowledge for Optimized Formal Verification (CHEKOFV)
2016-03-01
up game Binary Fission, which was deployed during Phase Two of CHEKOFV. Xylem: The Code of Plants is a casual game for players using mobile ...there are the design and engineering challenges of building a game infrastructure that integrates verification technology with crowd participation...the backend processes that annotate the originating software. Allowing players to construct their own equations opened up the flexibility to receive
NASA Technical Reports Server (NTRS)
Gradl, Paul
2016-01-01
NASA Marshall Space Flight Center (MSFC) has been advancing dynamic optical measurement systems, primarily Digital Image Correlation, for extreme environment rocket engine test applications. The Digital Image Correlation (DIC) technology is used to track local and full field deformations, displacement vectors and local and global strain measurements. This technology has been evaluated at MSFC through lab testing to full scale hotfire engine testing of the J-2X Upper Stage engine at Stennis Space Center. It has been shown to provide reliable measurement data and has replaced many traditional measurement techniques for NASA applications. NASA and AMRDEC have recently signed agreements for NASA to train and transition the technology to applications for missile and helicopter testing. This presentation will provide an overview and progression of the technology, various testing applications at NASA MSFC, overview of Army-NASA test collaborations and application lessons learned about Digital Image Correlation.
Rotorcraft convertible engine study
NASA Technical Reports Server (NTRS)
Gill, J. C.; Earle, R. V.; Mar, H. M.
1982-01-01
The objective of the Rotorcraft Convertible Engine Study was to define future research and technology effort required for commercial development by 1988 of convertible fan/shaft gas turbine engines for unconventional rotorcraft transports. Two rotorcraft and their respective missions were defined: a Fold Tilt Rotor aircraft and an Advancing Blade Concept (ABC) rotorcraft. Sensitivity studies were conducted with these rotorcraft to determine parametrically the influence of propulsion characteristics on aircraft size, mission fuel requirements, and direct operating costs (DOC). The two rotorcraft were flown with conventional propulsion systems (separate lift/cruise engines) and with convertible propulsion systems to determine the benefits to be derived from convertible engines. Trade-off studies were conducted to determine the optimum engine cycle and staging arrangement for a convertible engine. Advanced technology options applicable to convertible engines were studied. Research and technology programs were identified which would ensure technology readiness for commercial development of convertible engines by 1988.
2018-02-01
ARL-TR-8283 ● FEB 2018 US Army Research Laboratory Potential Science and Technology Game Changers for the Ground Warfare of 2050...report when it is no longer needed. Do not return it to the originator. ARL-TR-8283 ● FEB 2018 US Army Research Laboratory Potential...ARL Kwong Choi and Joseph Mait Sensors and Electron Devices Directorate, ARL Brad Forch and Shashi Karna Weapons and Materials Research
Implications of Modern Decision Science for Military Decision-Support Systems
2005-01-01
B. Another major challenge is learning how to exploit the technology of modern recreational games , including massively parallel online activities... online .7 In preparing this monograph, we also concluded that the most valuable aspects of game theory for high-level decision support are the basic...Philosophy, online at http://plato.stanford.edu/ entries/ game -theory. 8 In one example that still rankles, some Cold War game theorists (and military
The Complexity of Threats to Nuclear Strategic Deterrence Posture
2017-02-07
environment, a status quo but things are improving, a status quo but things are getting worse, and the occurrence of a game -changing event. Findings...adversaries. This information will certainly inform this research, as game changing technology will in due course affect the strategic nuclear deterrence...Congressional Research Service, RAND Corporation, and certain peer-reviewed and scholarly articles. The fourth independent variable, “Occurrence of a Game
NASA Technical Reports Server (NTRS)
Howard, D. F.
1976-01-01
The preliminary design and installation of high bypass, geared turbofan engine with a composite nacelle forming the propulsion system for a short haul passenger aircraft are described. The technology required for externally blown flap aircraft with under the wing (UTW) propulsion system installations for introduction into passenger service in the mid 1980's is included. The design, fabrication, and testing of this UTW experimental engine containing the required technology items for low noise, fuel economy, with composite structure for reduced weight and digital engine control are provided.
Technology for reducing aircraft engine pollution
NASA Technical Reports Server (NTRS)
Rudey, R. A.; Kempke, E. E., Jr.
1975-01-01
Programs have been initiated by NASA to develop and demonstrate advanced technology for reducing aircraft gas turbine and piston engine pollutant emissions. These programs encompass engines currently in use for a wide variety of aircraft from widebody-jets to general aviation. Emission goals for these programs are consistent with the established EPA standards. Full-scale engine demonstrations of the most promising pollutant reduction techniques are planned within the next three years. Preliminary tests of advanced technology gas turbine engine combustors indicate that significant reductions in all major pollutant emissions should be attainable in present generation aircraft engines without adverse effects on fuel consumption. Fundamental-type programs are yielding results which indicate that future generation gas turbine aircraft engines may be able to utilize extremely low pollutant emission combustion systems.
U35: Legacy Engine Final Report
DOT National Transportation Integrated Search
2012-07-01
The Legacy engine is a new core technology that can be used with existing infrastructure providing for near term benefits while minimizing costs. Also, as a new technology, it will be optimized for many years to come providing the opportunity for con...
NASA Technical Reports Server (NTRS)
Morris, S. J., Jr.
1979-01-01
Performance estimation, weights, and scaling laws for an eight-blade highly loaded propeller combined with an advanced turboshaft engine are presented. The data are useful for planned aircraft mission studies using the turboprop propulsion system. Comparisons are made between the performance of the 1990+ technology turboprop propulsion system and the performance of both a current technology turbofan and an 1990+ technology turbofan.
Multi-Fuel Rotary Engine for General Aviation Aircraft
NASA Technical Reports Server (NTRS)
Jones, C.; Ellis, D. R.; Meng, P. R.
1983-01-01
Design studies, conducted for NASA, of Advanced Multi-fuel General Aviation and Commuter Aircraft Rotary Stratified Charge Engines are summarized. Conceptual design studies of an advanced engine sized to provide 186/250 shaft KW/HP under cruise conditions at 7620/25,000 m/ft. altitude were performed. Relevant engine development background covering both prior and recent engine test results of the direct injected unthrottled rotary engine technology, including the capability to interchangeably operate on gasoline, diesel fuel, kerosene, or aviation jet fuel, are presented and related to growth predictions. Aircraft studies, using these resultant growth engines, define anticipated system effects of the performance and power density improvements for both single engine and twin engine airplanes. The calculated results indicate superior system performance and 30 to 35% fuel economy improvement for the Rotary-engine airplanes as compared to equivalent airframe concept designs with current baseline engines. The research and technology activities required to attain the projected engine performance levels are also discussed.
A Feasibility Study for Advanced Technology Integration for General Aviation.
1980-05-01
154 4.5.9.4 Stratified Charge Reciprocating Engine ..... .. 155 4.5.9.5 Advanced Diesel Engine . ... 158 4.5.9.6 Liquid Cooling ... ........ 159... diesel , rotary combustion engine, advanced reciprocating engine concepts. (7) Powerplant control - integrated controls, microprocessor- based controls...Research Center Topics. (1) GATE (2) Positive displacement engines (a) Advanced reciprocating engines. (b) Alternative engine systems Diesel engines
DOE Office of Scientific and Technical Information (OSTI.GOV)
None
This is a fact sheet on the U.S. Department of Energy's (DOE) Advanced Reciprocating Engine Systems program (ARES), which is designed to promote separate, but parallel engine development between the major stationary, gaseous fueled engine manufacturers in the United States.
A new generation T56 turboprop engine
DOE Office of Scientific and Technical Information (OSTI.GOV)
McIntire, W.L.
1984-06-01
The focus of the T56 Series IV turboprop engine development program is to improve power and fuel consumption through incorporation of demonstrated technology improvements while retaining the long term durability and cost effective design of the T56 family. The T56-A-427, the Navy Series IV derivative of the 5000 shp (3728.5 kW) class T56 turboprop engine, resulted from over ten years of technology development via Advanced Turbine Engine Gas Generator (ATEGG), Joint Technology Demonstrator Engine (JTDE), and advanced component programs at Allison Gas Turbine Operations. An example of government and industry cooperation to transfer advanced gas turbine technology is the Airmore » Force Engine Model Derivative Program (EMDP). The initial full-scale demonstration in this program confirmed a 10-1/2% reduction in specific fuel consumption (sfc) and a power growth of 21% in the basic T56 frame. Continued early demonstrations and development by IR and D, Navy funds, and Allison discretionary funds showed a further sfc reduction to 13% and power increase of 28%. The full-scale development program is now underway to provide production engines in late 1986. Engines will be available for the Grumman E-2 and C-2 aircraft, with follow-on adaptions for Lockheed C-130/L100 and P-3 aircraft, and generator sets for DD 963, DDG 993, CG 47 and DDG 51 warships.« less
Follow-On Technology Requirement Study for Advanced Subsonic Transport
NASA Technical Reports Server (NTRS)
Wendus, Bruce E.; Stark, Donald F.; Holler, Richard P.; Funkhouser, Merle E.
2003-01-01
A study was conducted to define and assess the critical or enabling technologies required for a year 2005 entry into service (EIS) engine for subsonic commercial aircraft, with NASA Advanced Subsonic Transport goals used as benchmarks. The year 2005 EIS advanced technology engine is an Advanced Ducted Propulsor (ADP) engine. Performance analysis showed that the ADP design offered many advantages compared to a baseline turbofan engine. An airplane/ engine simulation study using a long range quad aircraft quantified the effects of the ADP engine on the economics of typical airline operation. Results of the economic analysis show the ADP propulsion system provides a 6% reduction in direct operating cost plus interest, with half the reduction resulting from reduced fuel consumption. Critical and enabling technologies for the year 2005 EIS ADP were identified and prioritized.
The Base Engine for Solar Stirling Power
NASA Technical Reports Server (NTRS)
Meijer, R. J.; Godett, T. M.
1984-01-01
A new concept in Stirling engine technology is embodied in the base engine now being developed at Stirling Thermal Motors, Inc. This is a versatile energy conversion unit suitable for many different applications and heat sources. The base engine, rated 40 kW at 2800 RPM, is a four-cylinder, double-acting variable displacement Stirling engine with pressurized crankcase and rotating shaft seal. Remote-heating technology is incorporated with a stacked-heat-exchanger configuration and a liquid metal heat pipe connected to a distinctly separate combustor or other heat source. High efficiency over a wide range of operating conditions, long life, low manufacturing cost and low material cost are specifically emphasized. The base engine, its design philosophy and approach, its projected performance, and some of its more attractive applications are described.
A compendium of solar dish/Stirling technology
DOE Office of Scientific and Technical Information (OSTI.GOV)
Stine, W.B.; Diver, R.B.
1994-01-01
This report surveys the emerging dish/Stirling technology. It documents -- using consistent terminology the design characteristics of dish concentrators, receivers, and Stirling engines applicable to solar electric power generation. Development status and operating experience for each system and an overview of dish/Stirling technology are also presented. This report enables comparisons of concentrator, receiver, and engine technologies. Specifications and performance data are presented on systems and on components that are in use or that could be used in dish/Stirling systems. This report is organized into two parts: The first part (Chapters 1 through 4) provides an overview of dish/Stirling technology --more » the dish/ Stirling components (concentrator, receiver, and engine/alternator), current technology, basic theory, and technology development. The second part (Chapters 5 through 7) provides a detailed survey of the existing dish/Stirling concentrators, receivers, and engine/alternators.« less
Advanced oxygen-hydrocarbon rocket engine study
NASA Technical Reports Server (NTRS)
Obrien, C. J.; Salkeld, R.
1980-01-01
The advantages and disadvantages, system performance and operating limits, engine parametric data, and technology requirements for candidate high pressure LO2/Hydrocarbon engine systems are summarized. These summaries of parametric analysis and design provide a consistent engine system data base. Power balance data were generated for the eleven engine cycles. Engine cycle rating parameters were established and the desired condition and the effect of the parameter on the engine and/or vehicle are described.
Video Games for Diabetes Self-Management: Examples and Design Strategies
Lieberman, Debra A.
2012-01-01
The July 2012 issue of the Journal of Diabetes Science and Technology includes a special symposium called “Serious Games for Diabetes, Obesity, and Healthy Lifestyle.” As part of the symposium, this article focuses on health behavior change video games that are designed to improve and support players’ diabetes self-management. Other symposium articles include one that recommends theory-based approaches to the design of health games and identifies areas in which additional research is needed, followed by five research articles presenting studies of the design and effectiveness of games and game technologies that require physical activity in order to play. This article briefly describes 14 diabetes self-management video games, and, when available, cites research findings on their effectiveness. The games were found by searching the Health Games Research online searchable database, three bibliographic databases (ACM Digital Library, PubMed, and Social Sciences Databases of CSA Illumina), and the Google search engine, using the search terms “diabetes” and “game.” Games were selected if they addressed diabetes self-management skills. PMID:22920805
User Statistics for an Online Health Game Targeted at Children.
Alblas, Eva E; Folkvord, Frans; Anschütz, Doeschka J; Ketelaar, Paul E; Granic, Isabela; Mensink, Fréderike; Buijzen, Moniek; van 't Riet, Jonathan P
2017-10-01
Given that many households in western countries nowadays have home access to the Internet, developing health-promoting online interventions has the potential to reach large audiences. Studies assessing usage data of online health interventions are important and relevant but, as of yet, scarce. The present study reviewed usage data from Monkey Do, an existing online health game developed specifically for children from 4 to 8 years old. In addition, the effect of advertising on usage was examined. In an observational study, a web-based analysis program was used to examine usage data of all visits to the online health game for the first 31 months following the launch. We reported descriptives for usage data. We analyzed the relationship between advertising and usage with a Mann-Whitney U test, and used a Pearson's chi-square test to investigate the association between advertising and the number of first-time visitors. In the period of data analysis, there were 224,859 sessions. Around 34% of the visitors played the game more than once. Compared with first-time visitors, the average session time of returning visitors was doubled. The game was most frequently accessed via search engine query, on a desktop computer (compared to mobile devices). Advertising was found to be positively related to the number of sessions and the number of first-time visitors. Placing a game online can reach a large audience, but it is important to also consider how to stimulate retention. Furthermore, repeated advertisement for an online game appears to be necessary to maintain visitors over time.
This paper describes the method and test results of the engine dyno portion of the benchmarking test results including engine fuel consumption maps showing the effects of cylinder deactivation engine technology.
Study of an advanced General Aviation Turbine Engine (GATE)
NASA Technical Reports Server (NTRS)
Gill, J. C.; Short, F. R.; Staton, D. V.; Zolezzi, B. A.; Curry, C. E.; Orelup, M. J.; Vaught, J. M.; Humphrey, J. M.
1979-01-01
The best technology program for a small, economically viable gas turbine engine applicable to the general aviation helicopter and aircraft market for 1985-1990 was studied. Turboshaft and turboprop engines in the 112 to 746 kW (150 to 1000 hp) range and turbofan engines up to 6672 N (1500 lbf) thrust were considered. A good market for new turbine engines was predicted for 1988 providing aircraft are designed to capitalize on the advantages of the turbine engine. Parametric engine families were defined in terms of design and off-design performance, mass, and cost. These were evaluated in aircraft design missions selected to represent important market segments for fixed and rotary-wing applications. Payoff parameters influenced by engine cycle and configuration changes were aircraft gross mass, acquisition cost, total cost of ownership, and cash flow. Significant advantage over a current technology, small gas turbine engines was found especially in cost of ownership and fuel economy for airframes incorporating an air-cooled high-pressure ratio engine. A power class of 373 kW (500 hp) was recommended as the next frontier for technology advance where large improvements in fuel economy and engine mass appear possible through component research and development.
University Prosperity Game. Final report
DOE Office of Scientific and Technical Information (OSTI.GOV)
Boyack, K.W.; Berman, M.
Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the University Prosperity Game conducted under the sponsorship of the Anderson Schools of Management atmore » the University of New Mexico. This Prosperity Game was initially designed for the roadmap making effort of the National Electronics Manufacturing Initiative (NEMI) of the Electronics Subcommittee of the Civilian Industrial Technology Committee under the aegis of the National Science and Technology Council. The game was modified to support course material in MGT 508, Ethical, Political, and Social Environment of Business. Thirty-five students participated as role players. In this educational context the game`s main objectives were to: (1) introduce and teach global competitiveness and business cultures in an experiential classroom setting; (2) explore ethical, political, and social issues and address them in the context of global markets and competition; and (3) obtain non-government views regarding the technical and non-technical (i.e., policy) issues developed in the NEMI roadmap-making endeavor. The negotiations and agreements made during the game, along with the student journals detailing the players feelings and reactions to the gaming experience, provide valuable insight into the benefits of simulation as an advanced learning tool in higher education.« less
Quantifying the Effectiveness of Crowd-Sourced Serious Games
2014-09-01
of All Metrics Used in the Thesis . . . . . . . . . . . . . . 37 Table 5.1 Average DAU and MAU for Selected Mobile , Social, and Online Games...of Sample VeriGames . . . . . . . . . . . . . . . . . . . . 41 Table 5.4 ER of Some Mobile , Social and Online Games and Developers . . 41 Table 5.5 ER...a code segment. A backend verification engine then combines the assertions produced from all related game instances and tries to obtain conditions
Ceramic automotive Stirling engine study
NASA Technical Reports Server (NTRS)
Musikant, S.; Chiu, W.; Darooka, D.; Mullings, D. M.; Johnson, C. A.
1985-01-01
A conceptual design study for a Ceramic Automotive Stirling Engine (CASE) is performed. Year 1990 structural ceramic technology is assumed. Structural and performance analyses of the conceptual design are performed as well as a manufacturing and cost analysis. The general conclusions from this study are that such an engine would be 10-26% more efficient over its performance map than the current metal Automotive Stirling Reference Engine (ASRE). Cost of such a ceramic engine is likely to be somewhat higher than that of the ASRE but engine cost is very sensitive to the ultimate cost of the high purity, ceramic powder raw materials required to fabricate high performance parts. When the design study is projected to the year 2000 technology, substantinal net efficiency improvements, on the order of 25 to 46% over the ASRE, are computed.
NASA Technical Reports Server (NTRS)
Claus, Russell W.; Beach, Tim; Turner, Mark; Hendricks, Eric S.
2015-01-01
This paper describes the geometry and simulation results of a gas-turbine engine based on the original EEE engine developed in the 1980s. While the EEE engine was never in production, the technology developed during the program underpins many of the current generation of gas turbine engines. This geometry is being explored as a potential multi-stage turbomachinery test case that may be used to develop technology for virtual full-engine simulation. Simulation results were used to test the validity of each component geometry representation. Results are compared to a zero-dimensional engine model developed from experimental data. The geometry is captured in a series of Initial Graphical Exchange Specification (IGES) files and is available on a supplemental DVD to this report.
Intellectual Property Is No Game: An Interview with James G. Gatto, JD.
2012-12-01
Copying within the games industry is reportedly widespread. Some people attribute this to the belief that this is just the way it is and has always been based on the notion that the "idea" for a game is not protectable. But as the game market grows, so too do the losses from copying suffered by game innovators. A contributing factor is that many game developers do not develop comprehensive strategies for protecting the valuable intellectual property that they create. In the following interview, Bill Ferguson, PhD, Editor of Games for Health Journal, discusses the hazards and ways to protect health game assets with intellectual property expert Jim Gatto, Leader of the Social Media, Entertainment & Technology Team at the respected law firm of Pillsbury Winthrop Shaw Pittman LLP.
Energy efficient engine component development and integration program
NASA Technical Reports Server (NTRS)
1980-01-01
The design of an energy efficient commercial turbofan engine is examined with emphasis on lower fuel consumption and operating costs. Propulsion system performance, emission standards, and noise reduction are also investigated. A detailed design analysis of the engine/aircraft configuration, engine components, and core engine is presented along with an evaluation of the technology and testing involved.
Augmenting your own reality: student authoring of science-based augmented reality games.
Klopfer, Eric; Sheldon, Josh
2010-01-01
Augmented Reality (AR) simulations superimpose a virtual overlay of data and interactions onto a real-world context. The simulation engine at the heart of this technology is built to afford elements of game play that support explorations and learning in students' natural context--their own community and surroundings. In one of the more recent games, TimeLab 2100, players role-play citizens of the early 22nd century when global climate change is out of control. Through AR, they see their community as it might be nearly one hundred years in the future. TimeLab and other similar AR games balance location specificity and portability--they are games that are tied to a location and games that are movable from place to place. Focusing students on developing their own AR games provides the best of both virtual and physical worlds: a more portable solution that deeply connects young people to their own surroundings. A series of initiatives has focused on technical and pedagogical solutions to supporting students authoring their own games.
An advanced concept secondary power systems study for an advanced transport technology aircraft
NASA Technical Reports Server (NTRS)
1972-01-01
The application of advanced technology to the design of an integrated secondary power system for future near-sonic long-range transports was investigated. The study showed that the highest payoff is achieved by utilizing secondary power equipment that contributes to minimum cruise drag. This is best accomplished by the use of the dedicated auxiliary power unit concept (inflight APU) as the prime power source for an airplane with a body-mounted engine or by the use of the internal engine generator concept (electrical power extraction from the propulsion engine) for an airplane with a wing-pod-mounted engine.
Using virtual reality and game technology to assist command and control
NASA Astrophysics Data System (ADS)
Riead, Lorien H.; Straub, James; Mangino, Joseph
2017-04-01
Recent improvements in virtual reality hardware have brought this technology to the point where easily-obtained commercial equipment can conceivably provide an affordable and relatively unexplored alternative to the traditional monitor and keyboard view of the tactical space. In addition, commercially available game engines provide several advantages for tactical applications. Using these technologies, we have created a concept of a low-cost display that allows for real-time immersive planning and strategy, with suggestions for further exploration.
NASA Technical Reports Server (NTRS)
Morris, S. J., Jr.
1980-01-01
Performance estimations, weights, and scaling laws for the six blade and ten blade highly loaded propellers combined with an advanced turboshaft engine are presented. These data are useful for aircraft mission studies using the turboprop system. Comparisons are made between the performance of post 1980 technology turboprop propulsion systems and the performance of both a current technology turbofan and a post 1990 technology turbofan.
Development of natural gas rotary engines
NASA Astrophysics Data System (ADS)
Mack, J. R.
1991-08-01
Development of natural gas-fueled rotary engines was pursued on the parallel paths of converted Mazda automotive engines and of establishing technology and demonstration of a test model of a larger John Deer Technologies Incorporated (JDTI) rotary engine with power capability of 250 HP per power section for future production of multi-rotor engines with power ratings 250, 500, and 1000 HP and upward. Mazda engines were converted to natural gas and were characterized by a laboratory which was followed by nearly 12,000 hours of testing in three different field installations. To develop technology for the larger JDTI engine, laboratory and engine materials testing was accomplished. Extensive combustion analysis computer codes were modified, verified, and utilized to predict engine performance, to guide parameters for actual engine design, and to identify further improvements. A single rotor test engine of 5.8 liter displacement was designed for natural gas operation based on the JDTI 580 engine series. This engine was built and tested. It ran well and essentially achieved predicted performance. Lean combustion and low NOW emission were demonstrated.
Interface of Augmented Reality Game Using Face Tracking and Its Application to Advertising
NASA Astrophysics Data System (ADS)
Lee, Young Jae; Lee, Yong Jae
This paper proposes the face interface method which can be used in recognizing gamer's movements in the real world for application in the cyber space so that we could make three-dimensional space recognition motion-based game. The proposed algorithm is the new face recognition technology which incorporates the strengths of two existing algorithms, CBCH and CAMSHIFT and its validity has been proved through a series of experiments. Moreover, for the purpose of the interdisciplinary studies, concepts of advertising have been introduced into the three-dimensional motion-based game to look into the possible new beneficiary models for the game industry. This kind of attempt may be significant in that it tried to see if the advertising brand when placed in the game could play the role of the game item or quest. The proposed method can provide the basic references for developing motion-based game development.
Small Engine Component Technology (SECT) studies
NASA Technical Reports Server (NTRS)
Meyer, P. K.; Harbour, L.
1986-01-01
A study was conducted to identify component technology requirements for small, expendable gas turbine engines that would result in substantial improvements in performance and cost by the year 2000. A subsonic, 2600 nautical mile (4815 km) strategic cruise missile mission was selected for study. A baseline (state-of-the-art) engine and missile configuration were defined to evaluate the advanced technology engines. Two advanced technology engines were configured and evaluated using advanced component efficiencies and ceramic composite materials; a 22:1 overall pressure ratio, 3.85 bypass ratio twin-spool turbofan; and an 8:1 overall pressure, 3.66 bypass ratio, single-spool recuperated turbofan with 0.85 recuperator effectiveness. Results of mission analysis indicated a reduction in fuel burn of 38 and 47 percent compared to the baseline engine when using the advanced turbofan and recuperated turbofan, respectively. While use of either advanced engine resulted in approximately a 25 percent reduction in missile size, the unit life cycle (LCC) cost reduction of 56 percent for the advanced turbofan relative to the baseline engine gave it a decisive advantage over the recuperated turbofan with 47 percent LCC reduction. An additional range improvement of 10 percent results when using a 56 percent loaded carbon slurry fuel with either engine. These results can be realized only if significant progress is attained in the fields of solid lubricated bearings, small aerodynamic component performance, composite ceramic materials and integration of slurry fuels. A technology plan outlining prospective programs in these fields is presented.
Northrop Grumman TR202 LOX/LH2 Deep Throttling Engine Technology Project Status
NASA Technical Reports Server (NTRS)
Gromski, Jason; Majamaki, Annik; Chianese, Silvio; Weinstock, Vladimir; Kim, Tony S.
2010-01-01
NASA's Propulsion and Cryogenic Advanced Development (PCAD) project is currently developing enabling propulsion technologies in support of future lander missions. To meet lander requirements, several technical challenges need to be overcome, one of which is the ability for the descent engine(s) to operate over a deep throttle range with cryogenic propellants. To address this need, PCAD has enlisted Northrop Grumman Aerospace Systems (NGAS) in a technology development effort associated with the TR202 engine. The TR202 is a LOX/LH2 expander cycle engine driven by independent turbopump assemblies and featuring a variable area pintle injector similar to the injector used on the TR200 Apollo Lunar Module Descent Engine (LMDE). Since the Apollo missions, NGAS has continued to mature deep throttling pintle injector technology. The TR202 program has completed two series of pintle injector testing. The first series of testing used ablative thrust chambers and demonstrated igniter operation as well as stable performance at discrete points throughout the designed 10:1 throttle range. The second series was conducted with calorimeter chambers and demonstrated injector performance at discrete points throughout the throttle range as well as chamber heat flow adequate to power an expander cycle design across the throttle range. This paper provides an overview of the TR202 program, describing the different phases and key milestones. It describes how test data was correlated to the engine conceptual design. The test data obtained has created a valuable database for deep throttling cryogenic pintle technology, a technology that is readily scalable in thrust level.
NASA Technical Reports Server (NTRS)
Snyder, Christopher A.; Acree, Cecil W., Jr.
2012-01-01
A Large Civil Tiltrotor (LCTR) conceptual design was developed as part of the NASA Heavy Lift Rotorcraft Systems Investigation in order to establish a consistent basis for evaluating the benefits of advanced technology for large tiltrotors. The concept has since evolved into the second-generation LCTR2, designed to carry 90 passengers for 1,000 nm at 300 knots, with vertical takeoff and landing capability. This paper performs a preliminary assessment of variable-speed power turbine technology on LCTR2 sizing, while maintaining the same, advanced technology engine core. Six concepts were studied; an advanced, single-speed engine with a conventional power turbine layout (Advanced Conventional Engine, or ACE) using a multi-speed (shifting) gearbox. There were five variable-speed power turbine (VSPT) engine concepts, comprising a matrix of either three or four turbine stages, and fixed or variable guide vanes; plus a minimum weight, twostage, fixed-geometry VSPT. The ACE is the lightest engine, but requires a multi-speed (shifting) gearbox to maximize its fuel efficiency, whereas the VSPT concepts use a lighter, fixed-ratio gearbox. The NASA Design and Analysis of Rotorcraft (NDARC) design code was used to study the trades between rotor and engine efficiency and weight. Rotor performance was determined by Comprehensive Analytical Model of Rotorcraft Aerodynamics and Dynamics (CAMRAD II), and engine performance was estimated with the Numerical Propulsion System Simulation (NPSS). Design trades for the ACE vs. VSPT are presented in terms of vehicle gross and empty weight, propulsion system weight and mission fuel burn for the civil mission. Because of its strong effect on gearbox weight and on both rotor and engine efficiency, rotor speed was chosen as the reference design variable for comparing design trades. Major study assumptions are presented and discussed. Impressive engine power-to-weight and fuel efficiency reduced vehicle sensitivity to propulsion system choice. The 10% weight penalty for multi-speed gearbox was more significant than most engine technology weight penalties to the vehicle design because drive system weight is more than two times engine weight. Based on study assumptions, fixed-geometry VSPT concept options performed better than their variable-geometry counterparts. Optimum design gross weights varied 1% or less and empty weights less than 2% among the concepts studied, while optimum fuel burns varied up to 5%. The outcome for some optimum configurations was so unexpected as to recommend a deeper look at the underlying technology assumptions.
Ceramic Technology for Advanced Heat Engines Project
DOE Office of Scientific and Technical Information (OSTI.GOV)
Not Available
1989-08-01
The Ceramic Technology for Advanced Heat Engines Project was developed by the Department of Energy's Office of Transportation Systems (OTS) in Conservation and Renewable Energy. This project, part of the OTS's Advanced Materials Development Program, was developed to meet the ceramic technology requirements of the OTS's automotive technology programs. Significant accomplishments in fabricating ceramic components for the Department of Energy (DOE), National Aeronautics and Space Administration (NASA), and Department of Defense (DoD) advanced heat engine programs have provided evidence that the operation of ceramic parts in high-temperature engine environments is feasible. However, these programs have also demonstrated that additional researchmore » is needed in materials and processing development, design methodology, and data base and life prediction before industry will have a sufficient technology base from which to produce reliable cost-effective ceramic engine components commercially.« less
Engine Family Groups for Verification of Clean Diesel Technology
These documents show engine family boxes that represent groupings of engine families with similar characterists (i.e., the emissions standards that the engines were built to) for current and past model years.
Federal Register 2010, 2011, 2012, 2013, 2014
2011-07-07
...) Protection, Limit Engine Torque Loads for Sudden Engine Stoppage, and Design Roll Maneuver Requirement AGENCY... design features when compared to the state of technology envisioned in the airworthiness standards for transport category airplanes. These design features include limit engine torque loads for sudden engine...
Small Engine Technology (SET) - Task 4, Regional Turboprop/Turbofan Engine Advanced Combustor Study
NASA Technical Reports Server (NTRS)
Reynolds, Robert; Srinivasan, Ram; Myers, Geoffrey; Cardenas, Manuel; Penko, Paul F. (Technical Monitor)
2003-01-01
Under the SET Program Task 4 - Regional Turboprop/Turbofan Engine Advanced Combustor Study, a total of ten low-emissions combustion system concepts were evaluated analytically for three different gas turbine engine geometries and three different levels of oxides of nitrogen (NOx) reduction technology, using an existing AlliedSignal three-dimensional (3-D) Computational Fluid Dynamics (CFD) code to predict Landing and Takeoff (LTO) engine cycle emission values. A list of potential Barrier Technologies to the successful implementation of these low-NOx combustor designs was created and assessed. A trade study was performed that ranked each of the ten study configurations on the basis of a number of manufacturing and durability factors, in addition to emissions levels. The results of the trade study identified three basic NOx-emissions reduction concepts that could be incorporated in proposed follow-on combustor technology development programs aimed at demonstrating low-NOx combustor hardware. These concepts are: high-flow swirlers and primary orifices, fuel-preparation cans, and double-dome swirlers.
Small engine technology programs
NASA Technical Reports Server (NTRS)
Niedzwiecki, Richard W.
1987-01-01
Small engine technology programs being conducted at the NASA Lewis Research Center are described. Small gas turbine research is aimed at general aviation, commutercraft, rotorcraft, and cruise missile applications. The Rotary Engine Program is aimed at supplying fuel flexible, fuel efficient technology to the general aviation industry, but also has applications to other missions. There is a strong element of synergism between the various programs in several respects. All of the programs are aimed towards highly efficient engine cycles, very efficient components, and the use of high temperature structural ceramics. This research tends to be generic in nature and has broad applications. The Heavy Duty Diesel Transport (HDTT), rotary technology, and the compound cycle programs are all examining approached to minimum heat rejection, or adiabatic systems employing advanced materials. The Automotive Gas Turbine (AGT) program is also directed towards ceramics application to gas turbine hot section components. Turbomachinery advances in the gas turbines will benefit advanced turbochargers and turbocompounders for the intermittent combustion systems, and the fundamental understandings and analytical codes developed in the research and technology programs will be directly applicable to the system projects.
NASA Technical Reports Server (NTRS)
Giuliano, Victor J.; Leonard, Timothy G.; Lyda, Randy T.; Kim, Tony S.
2010-01-01
As one of the first technology development programs awarded by NASA under the Vision for Space Exploration, the Pratt & Whitney Rocketdyne (PWR) Deep Throttling, Common Extensible Cryogenic Engine (CECE) program was selected by NASA in November 2004 to begin technology development and demonstration toward a deep throttling, cryogenic engine supporting ongoing trade studies for NASA s Lunar Lander descent stage. The CECE program leverages the maturity and previous investment of a flight-proven hydrogen/oxygen expander cycle engine, the PWR RL10, to develop and demonstrate an unprecedented combination of reliability, safety, durability, throttlability, and restart capabilities in high-energy, cryogenic, in-space propulsion. The testbed selected for the deep throttling demonstration phases of this program was a minimally modified RL10 engine, allowing for maximum current production engine commonality and extensibility with minimum program cost. Four series of demonstrator engine tests have been successfully completed between April 2006 and April 2010, accumulating 7,436 seconds of hot fire time over 47 separate tests. While the first two test series explored low power combustion (chug) and system instabilities, the third test series investigated and was ultimately successful in demonstrating several mitigating technologies for these instabilities and achieved a stable throttling ratio of 13:1. The fourth test series significantly expanded the engine s operability envelope by successfully demonstrating a closed-loop control system and extensive transient modeling to enable lower power engine starting, faster throttle ramp rates, and mission-specific ignition testing. The final hot fire test demonstrated a chug-free, minimum power level of 5.9%, corresponding to an overall 17.6:1 throttling ratio achieved. In total, these tests have provided an early technology demonstration of an enabling cryogenic propulsion concept with invaluable system-level technology data acquisition toward design and development risk mitigation for future lander descent main engines.
Challenges and opportunities: using a science-based video game in secondary school settings
NASA Astrophysics Data System (ADS)
Muehrer, Rachel; Jenson, Jennifer; Friedberg, Jeremy; Husain, Nicole
2012-12-01
Simulations and games are not new artifacts to the study of science in secondary school settings (Hug, Kriajcik and Marx 2005), however teachers remain skeptical as to their value, use and appropriateness (Rice 2006). The difficulty is not only the design and development of effective play environments that produce measurable changes in knowledge and/or understanding, but also in their on-the-ground use (Jaipal and Figg 2010). This paper reports on the use of a science-focused video game in five very different secondary school settings in Ontario, Canada. A mixed-methods approach was used in the study, and included data gathered on general gameplay habits and technology use, as well as informal interviews with teachers and students who played the game. In total, 161 participants played a series of games focused on the "life of a plant", and were given both a pre and post quiz to determine if the game helped them retain and/or change what they knew about scientific processes like plant cell anatomy and photosynthesis. Participants showed statistically significant improvement on quizzes that were taken after playing the game for approximately one-hour sessions, despite difficulties in some cases both accessing and playing the game for the full hour. Our findings also reveal the ongoing challenges in making use of technology in a variety of school sessions, even when using a browser-based game, that demanded very little other than a reliable internet connection.
Study of aerodynamic technology for single-cruise-engine V/STOL fighter/attack aircraft
NASA Technical Reports Server (NTRS)
Hess, J. R.; Bear, R. L.
1982-01-01
A viable, single engine, supersonic V/STOL fighter/attack aircraft concept was defined. This vectored thrust, canard wing configuration utilizes an advanced technology separated flow engine with fan stream burning. The aerodynamic characteristics of this configuration were estimated and performance evaluated. Significant aerodynamic and aerodynamic propulsion interaction uncertainties requiring additional investigation were identified. A wind tunnel model concept and test program to resolve these uncertainties and validate the aerodynamic prediction methods were defined.
The gate studies: Assessing the potential of future small general aviation turbine engines
NASA Technical Reports Server (NTRS)
Strack, W. C.
1979-01-01
Four studies were completed that explore the opportunities for future General Aviation turbine engines (GATE) in the 150-1000 SHP class. These studies forecasted the potential impact of advanced technology turbine engines in the post-1988 market, identified important aircraft and missions, desirable engine sizes, engine performance, and cost goals. Parametric evaluations of various engine cycles, configurations, design features, and advanced technology elements defined baseline conceptual engines for each of the important missions identified by the market analysis. Both fixed-wing and helicopter aircraft, and turboshaft, turboprop, and turbofan engines were considered. Sizable performance gains (e.g., 20% SFC decrease), and large engine cost reductions of sufficient magnitude to challenge the reciprocating engine in the 300-500 SHP class were predicted.
Modular Rocket Engine Control Software (MRECS)
NASA Technical Reports Server (NTRS)
Tarrant, Charlie; Crook, Jerry
1997-01-01
The Modular Rocket Engine Control Software (MRECS) Program is a technology demonstration effort designed to advance the state-of-the-art in launch vehicle propulsion systems. Its emphasis is on developing and demonstrating a modular software architecture for a generic, advanced engine control system that will result in lower software maintenance (operations) costs. It effectively accommodates software requirements changes that occur due to hardware. technology upgrades and engine development testing. Ground rules directed by MSFC were to optimize modularity and implement the software in the Ada programming language. MRECS system software and the software development environment utilize Commercial-Off-the-Shelf (COTS) products. This paper presents the objectives and benefits of the program. The software architecture, design, and development environment are described. MRECS tasks are defined and timing relationships given. Major accomplishment are listed. MRECS offers benefits to a wide variety of advanced technology programs in the areas of modular software, architecture, reuse software, and reduced software reverification time related to software changes. Currently, the program is focused on supporting MSFC in accomplishing a Space Shuttle Main Engine (SSME) hot-fire test at Stennis Space Center and the Low Cost Boost Technology (LCBT) Program.
Federal Register 2010, 2011, 2012, 2013, 2014
2012-12-14
... SECURITIES AND EXCHANGE COMMISSION [File No. 500-1] Encore Clean Energy, Inc., Energy & Engine Technology Corp., Equity Media Holdings Corporation, eTotalSource, Inc., Extensions, Inc., Firepond, Inc., and GNC Energy Corporation; Order Withdrawing Trading Suspension as to Extensions, Inc. December 12...
Video-Game-Like Engine for Depicting Spacecraft Trajectories
NASA Technical Reports Server (NTRS)
Upchurch, Paul R.
2009-01-01
GoView is a video-game-like software engine, written in the C and C++ computing languages, that enables real-time, three-dimensional (3D)-appearing visual representation of spacecraft and trajectories (1) from any perspective; (2) at any spatial scale from spacecraft to Solar-system dimensions; (3) in user-selectable time scales; (4) in the past, present, and/or future; (5) with varying speeds; and (6) forward or backward in time. GoView constructs an interactive 3D world by use of spacecraft-mission data from pre-existing engineering software tools. GoView can also be used to produce distributable application programs for depicting NASA orbital missions on personal computers running the Windows XP, Mac OsX, and Linux operating systems. GoView enables seamless rendering of Cartesian coordinate spaces with programmable graphics hardware, whereas prior programs for depicting spacecraft trajectories variously require non-Cartesian coordinates and/or are not compatible with programmable hardware. GoView incorporates an algorithm for nonlinear interpolation between arbitrary reference frames, whereas the prior programs are restricted to special classes of inertial and non-inertial reference frames. Finally, whereas the prior programs present complex user interfaces requiring hours of training, the GoView interface provides guidance, enabling use without any training.
Potential of spark ignition engine, electronic engine and transmission control : final report
DOT National Transportation Integrated Search
1980-03-01
This report identifies, evaluates, and documents the characteristics and functions of significant electronic engine and powertrain control systems. Important considerations in the assessment are the powertrain variables controlled, the technology uti...
Overview of NASA Lewis Research Center free-piston Stirling engine activities
NASA Technical Reports Server (NTRS)
Slaby, J. G.
1984-01-01
A generic free-piston Stirling technology project is being conducted to develop technologies generic to both space power and terrestrial heat pump applications in a cooperative, cost-shared effort. The generic technology effort includes extensive parametric testing of a 1 kW free-piston Stirling engine (RE-1000), development of a free-piston Stirling performance computer code, design and fabrication under contract of a hydraulic output modification for RE-1000 engine tests, and a 1000-hour endurance test, under contract, of a 3 kWe free-piston Stirling/alternator engine. A newly initiated space power technology feasibility demonstration effort addresses the capability of scaling a free-piston Stirling/alternator system to about 25 kWe; developing thermodynamic cycle efficiency or equal to 70 percent of Carnot at temperature ratios in the order of 1.5 to 2.0; achieving a power conversion unit specific weight of 6 kg/kWe; operating with noncontacting gas bearings; and dynamically balancing the system. Planned engine and component design and test efforts are described.
Advanced Natural Gas Reciprocating Engine(s)
DOE Office of Scientific and Technical Information (OSTI.GOV)
Pike, Edward
The objective of the Cummins ARES program, in partnership with the US Department of Energy (DOE), is to develop advanced natural gas engine technologies that increase engine system efficiency at lower emissions levels while attaining lower cost of ownership. The goals of the project are to demonstrate engine system achieving 50% Brake Thermal Efficiency (BTE) in three phases, 44%, 47% and 50% (starting baseline efficiency at 36% BTE) and 0.1 g/bhp-hr NOx system out emissions (starting baseline NOx emissions at 2 – 4 g/bhp-hr NOx). Primary path towards above goals include high Brake Mean Effective Pressure (BMEP), improved closed cyclemore » efficiency, increased air handling efficiency and optimized engine subsystems. Cummins has successfully demonstrated each of the phases of this program. All targets have been achieved through application of a combined set of advanced base engine technologies and Waste Heat Recovery from Charge Air and Exhaust streams, optimized and validated on the demonstration engine and other large engines. The following architectures were selected for each Phase: Phase 1: Lean Burn Spark Ignited (SI) Key Technologies: High Efficiency Turbocharging, Higher Efficiency Combustion System. In production on the 60/91L engines. Over 500MW of ARES Phase 1 technology has been sold. Phase 2: Lean Burn Technology with Exhaust Waste Heat Recovery (WHR) System Key Technologies: Advanced Ignition System, Combustion Improvement, Integrated Waste Heat Recovery System. Base engine technologies intended for production within 2 to 3 years Phase 3: Lean Burn Technology with Exhaust and Charge Air Waste Heat Recovery System Key Technologies: Lower Friction, New Cylinder Head Designs, Improved Integrated Waste Heat Recovery System. Intended for production within 5 to 6 years Cummins is committed to the launch of next generation of large advanced NG engines based on ARES technology to be commercialized worldwide.« less
Orbit transfer rocket engine technology program: Automated preflight methods concept definition
NASA Technical Reports Server (NTRS)
Erickson, C. M.; Hertzberg, D. W.
1991-01-01
The possibility of automating preflight engine checkouts on orbit transfer engines is discussed. The minimum requirements in terms of information and processing necessary to assess the engine'e integrity and readiness to perform its mission were first defined. A variety of ways for remotely obtaining that information were generated. The sophistication of these approaches varied from a simple preliminary power up, where the engine is fired up for the first time, to the most advanced approach where the sensor and operational history data system alone indicates engine integrity. The critical issues and benefits of these methods were identified, outlined, and prioritized. The technology readiness of each of these automated preflight methods were then rated on a NASA Office of Exploration scale used for comparing technology options for future mission choices. Finally, estimates were made of the remaining cost to advance the technology for each method to a level where the system validation models have been demonstrated in a simulated environment.
Game Design through Mentoring and Collaboration
ERIC Educational Resources Information Center
Clark, Kevin; Sheridan, Kimberly
2010-01-01
The findings from an after-school program entitled Game Design through Mentoring and Collaboration (GDMC) funded by the National Science Foundation's Innovative Technology Experiences for Students and Teachers (ITEST) program. A total of 139 middle and high schools students in the Washington, D.C. metropolitan area to learn the basics of…
Yokoi's Theory of Lateral Innovation: Applications for Learning Game Design
ERIC Educational Resources Information Center
Warren, Scott J.; Jones, Greg
2008-01-01
There are several major challenges for instructional designers seeking to design learning games. These include the lack of access, the cost of rapidly advancing/expensive technology tools that make developing games uneconomical, the institutional time constraints limiting game use, and the concerns that schools lack sufficiently robust computer…
The Many Hats of an Instructional Designer: The Development of an Instructional Card Game.
ERIC Educational Resources Information Center
Sugar, William; Betrus, Anthony
2002-01-01
Discusses the difficulties in defining instructional technology, suggests core competencies, proposes five instructional designer archetypes, and describes the development of an instructional card game designed for graduate students in instructional design to expose them to major responsibilities of an instructional designer and give them insight…
BIM based virtual environment for fire emergency evacuation.
Wang, Bin; Li, Haijiang; Rezgui, Yacine; Bradley, Alex; Ong, Hoang N
2014-01-01
Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling) can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper introduces a BIM based virtual environment supported by virtual reality (VR) and a serious game engine to address several key issues for building emergency management, for example, timely two-way information updating and better emergency awareness training. The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to provide real-time fire evacuation guidance. The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR) environment aiming at practical problem solving by leveraging state-of-the-art computing technologies. The system has been tested for its robustness and functionality against the development requirements, and the results showed promising potential to support more effective emergency management.
Orbit transfer rocket engine technology program. Phase 2: Advanced engine study
NASA Technical Reports Server (NTRS)
Erickson, C.; Martinez, A.; Hines, B.
1987-01-01
In Phase 2 of the Advanced Engine Study, the Failure Modes and Effects Analysis (FMEA) maintenance-driven engine design, preliminary maintenance plan, and concept for space operable disconnects generated in Phase 1 were further developed. Based on the results of the vehicle contractors Orbit Transfer Vehicle (OTV) Concept Definition and System Analysis Phase A studies, minor revisions to the engine design were made. Additional refinements in the engine design were identified through further engine concept studies. These included an updated engine balance incorporating experimental heat transfer data from the Enhanced Heat Load Thrust Chamber Study and a Rao optimum nozzle contour. The preliminary maintenance plan of Phase 1 was further developed through additional studies. These included a compilation of critical component lives and life limiters and a review of the Space Shuttle Main Engine (SSME) operations and maintenance manual in order to begin outlining the overall maintenance procedures for the Orbit Transfer Vehicle Engine and identifying technology requirements for streamlining space-based operations. Phase 2 efforts also provided further definition to the advanced fluid coupling devices including the selection and preliminary design of a preferred concept and a preliminary test plan for its further development.
Geopolitics, World Resources and Survival: A Role-playing Game.
ERIC Educational Resources Information Center
Davis, Bruce E.
1982-01-01
Intended for college level geography courses, this game simulates the division and trade of world resources. These resources include all essential tangible and intangible elements--e.g., food, energy, technology, and political concessions--that are negotiated or exchanged on world commercial and political markets. Instructions for designing game…
An Investigation of Game-Embedded Handheld Devices to Enhance English Learning
ERIC Educational Resources Information Center
Hung, Hui-Chun; Young, Shelley Shwu-Ching
2015-01-01
This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…
Migrant Families: Moving Up with Technology.
ERIC Educational Resources Information Center
Winograd, Kathryn
2001-01-01
Under the direction of the Pennsylvania Department of Migrant Education, an educational software company has adapted educational curricula to a video game format for use in video game consoles that hook into television sets. Migrant children using these at home have made significant gains in math, reading, English fluency, and critical thinking…
Mind Games: Game Engines as an Architecture for Intuitive Physics.
Ullman, Tomer D; Spelke, Elizabeth; Battaglia, Peter; Tenenbaum, Joshua B
2017-09-01
We explore the hypothesis that many intuitive physical inferences are based on a mental physics engine that is analogous in many ways to the machine physics engines used in building interactive video games. We describe the key features of game physics engines and their parallels in human mental representation, focusing especially on the intuitive physics of young infants where the hypothesis helps to unify many classic and otherwise puzzling phenomena, and may provide the basis for a computational account of how the physical knowledge of infants develops. This hypothesis also explains several 'physics illusions', and helps to inform the development of artificial intelligence (AI) systems with more human-like common sense. Copyright © 2017 Elsevier Ltd. All rights reserved.
Modular Rocket Engine Control Software (MRECS)
NASA Technical Reports Server (NTRS)
Tarrant, C.; Crook, J.
1998-01-01
The Modular Rocket Engine Control Software (MRECS) Program is a technology demonstration effort designed to advance the state-of-the-art in launch vehicle propulsion systems. Its emphasis is on developing and demonstrating a modular software architecture for advanced engine control systems that will result in lower software maintenance (operations) costs. It effectively accommodates software requirement changes that occur due to hardware technology upgrades and engine development testing. Ground rules directed by MSFC were to optimize modularity and implement the software in the Ada programming language. MRECS system software and the software development environment utilize Commercial-Off-the-Shelf (COTS) products. This paper presents the objectives, benefits, and status of the program. The software architecture, design, and development environment are described. MRECS tasks are defined and timing relationships given. Major accomplishments are listed. MRECS offers benefits to a wide variety of advanced technology programs in the areas of modular software architecture, reuse software, and reduced software reverification time related to software changes. MRECS was recently modified to support a Space Shuttle Main Engine (SSME) hot-fire test. Cold Flow and Flight Readiness Testing were completed before the test was cancelled. Currently, the program is focused on supporting NASA MSFC in accomplishing development testing of the Fastrac Engine, part of NASA's Low Cost Technologies (LCT) Program. MRECS will be used for all engine development testing.
Task Adaptable Display of Information for Training, Maintenance, and Emergency Response
2006-12-01
maintenance and repair display in the future. 22 8. References [1] Astle, D. and Durnil, D. OpenGL ES Game Development . Course...Dave Durnil. OpenGL ES Game Development . Course Technology PTR, 2004. [2] J. Buchanan and M. Sousa. The edge buffer: A data structure for easy
A Model for Conducting and Assessing Interdisciplinary Undergraduate Dissertations
ERIC Educational Resources Information Center
Engström, Henrik
2015-01-01
This paper presents an effort to create a unified model for conducting and assessing undergraduate dissertations, shared by all disciplines involved in computer game development at a Swedish university. Computer game development includes technology-oriented disciplines as well as disciplines with aesthetical traditions. The challenge has been to…
Gamifying Outdoor Social Inquiry Learning with Context-Aware Technology
ERIC Educational Resources Information Center
Jong, Morris Siu-Yung; Chan, Tom; Tam, Vincent; Hue, Ming-Tak
2017-01-01
Gamification is a strategy of using game mechanics and experience design to digitally engage people to achieve intended goals in non-game contexts. There has been increasing discussion among educators and researchers about harnessing the idea of gamification to enhance current learning and teaching practices in school education. This paper…
Using Game Elements to Increase Student Engagement in Course Assignments
ERIC Educational Resources Information Center
Armier, David Des, Jr.; Shepherd, Craig E.; Skrabut, Stan
2016-01-01
Gamification incorporates game-elements in non-gaming situations to enhance student engagement and desired behavior. This study examined participant's willingness to take part in gamified activities where reward systems were not directly tied to course grades. Participants enrolled in a technology integration course for preservice teachers, were…
Technology Challenges for Deep-Throttle Cryogenic Engines for Space Exploration
NASA Astrophysics Data System (ADS)
Brown, Kendall K.; Nelson, Karl W.
2005-02-01
Historically, cryogenic rocket engines have not been used for in-space applications due to their additional complexity, the mission need for high reliability, and the challenges of propellant boil-off. While the mission and vehicle architectures are not yet defined for the lunar and Martian robotic and human exploration objectives, cryogenic rocket engines offer the potential for higher performance and greater architecture/mission flexibility. In-situ cryogenic propellant production could enable a more robust exploration program by significantly reducing the propellant mass delivered to low earth orbit, thus warranting the evaluation of cryogenic rocket engines versus the hypergolic bipropellant engines used in the Apollo program. A multi-use engine, one which can provide the functionality that separate engines provided in the Apollo mission architecture, is desirable for lunar and Mars exploration missions because it increases overall architecture effectiveness through commonality and modularity. The engine requirement derivation process must address each unique mission application and each unique phase within each mission. The resulting requirements, such as thrust level, performance, packaging, burn duration, number of operations; required impulses for each trajectory phase; operation after extended space or surface exposure; availability for inspection and maintenance; throttle range for planetary descent, ascent, acceleration limits and many more must be addressed. Within engine system studies, the system and component technology, capability, and risks must be evaluated and a balance between the appropriate amount of technology-push and technology-pull must be addressed. This paper will summarize many of the key technology challenges associated with using high-performance cryogenic liquid propellant rocket engine systems and components in the exploration program architectures. The paper is divided into two areas. The first area describes how the mission requirements affect the engine system requirements and create system level technology challenges. An engine system architecture for multiple applications or a family of engines based upon a set of core technologies, design, and fabrication approaches may reduce overall programmatic cost and risk. The engine system discussion will also address the characterization of engine cycle figures of merit, configurations, and design approaches for some in-space vehicle alternatives under consideration. The second area evaluates the component-level technology challenges induced from the system requirements. Component technology issues are discussed addressing injector, thrust chamber, ignition system, turbopump assembly, and valve design for the challenging requirements of high reliability, robustness, fault tolerance, deep throttling, reasonable performance (with respect to weight and specific impulse).
Technology Challenges for Deep-Throttle Cryogenic Engines for Space Exploration
NASA Technical Reports Server (NTRS)
Brown, Kendall K.; Nelson, Karl W.
2005-01-01
Historically, cryogenic rocket engines have not been used for in-space applications due to their additional complexity, the mission need for high reliability, and the challenges of propellant boil-off. While the mission and vehicle architectures are not yet defined for the lunar and Martian robotic and human exploration objectives, cryogenic rocket engines offer the potential for higher performance and greater architecture/mission flexibility. In-situ cryogenic propellant production could enable a more robust exploration program by significantly reducing the propellant mass delivered to low earth orbit, thus warranting the evaluation of cryogenic rocket engines versus the hypergolic bi-propellant engines used in the Apollo program. A multi-use engine. one which can provide the functionality that separate engines provided in the Apollo mission architecture, is desirable for lunar and Mars exploration missions because it increases overall architecture effectiveness through commonality and modularity. The engine requirement derivation process must address each unique mission application and each unique phase within each mission. The resulting requirements, such as thrust level, performance, packaging, bum duration, number of operations; required impulses for each trajectory phase; operation after extended space or surface exposure; availability for inspection and maintenance; throttle range for planetary descent, ascent, acceleration limits and many more must be addressed. Within engine system studies, the system and component technology, capability, and risks must be evaluated and a balance between the appropriate amount of technology-push and technology-pull must be addressed. This paper will summarize many of the key technology challenges associated with using high-performance cryogenic liquid propellant rocket engine systems and components in the exploration program architectures. The paper is divided into two areas. The first area describes how the mission requirements affect the engine system requirements and create system level technology challenges. An engine system architecture for multiple applications or a family of engines based upon a set of core technologies, design, and fabrication approaches may reduce overall programmatic cost and risk. The engine system discussion will also address the characterization of engine cycle figures of merit, configurations, and design approaches for some in-space vehicle alternatives under consideration. The second area evaluates the component-level technology challenges induced from the system requirements. Component technology issues are discussed addressing injector, thrust chamber, ignition system, turbopump assembly, and valve design for the challenging requirements of high reliability, robustness, fault tolerance, deep throttling, reasonable performance (with respect to weight and specific impulse).
Oil-Free Turbomachinery Team Passed Milestone on Path to the First Oil-Free Turbine Aircraft Engine
NASA Technical Reports Server (NTRS)
Bream, Bruce L.
2002-01-01
The Oil-Free Turbine Engine Technology Project team successfully demonstrated a foil-air bearing designed for the core rotor shaft of a turbine engine. The bearings were subjected to test conditions representative of the engine core environment through a combination of high speeds, sustained loads, and elevated temperatures. The operational test envelope was defined during conceptual design studies completed earlier this year by bearing manufacturer Mohawk Innovative Technologies and the turbine engine company Williams International. The prototype journal foil-air bearings were tested at the NASA Glenn Research Center. Glenn is working with Williams and Mohawk to create a revolution in turbomachinery by developing the world's first Oil-Free turbine aircraft engine. NASA's General Aviation Propulsion project and Williams International recently developed the FJX-2 turbofan engine that is being commercialized as the EJ-22. This core bearing milestone is a first step toward a future version of the EJ-22 that will take advantage of recent advances in foil-air bearings by eliminating the need for oil lubrication systems and rolling element bearings. Oil-Free technology can reduce engine weight by 15 percent and let engines operate at very high speeds, yielding power density improvements of 20 percent, and reducing engine maintenance costs. In addition, with NASA coating technology, engines can operate at temperatures up to 1200 F. Although the project is still a couple of years from a full engine test of the bearings, this milestone shows that the bearing design exceeds the expected environment, thus providing confidence that an Oil-Free turbine aircraft engine will be attained. The Oil-Free Turbomachinery Project is supported through the Aeropropulsion Base Research Program.
Prosperity game for the national electronics manufacturing initiative
DOE Office of Scientific and Technical Information (OSTI.GOV)
Berman, M.; VanDevender, J.P.; Berry, I.
1995-05-01
Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Prosperity Game conducted under the sponsorship of the Electronics Subcommittee of the Civilian Industrialmore » Technology Committee (under the National Science and Technology Council), and the Electronics Partnership Project. Players were drawn from the electronics industry, from government, national laboratories, and universities, and from Japan and Austria. The primary objectives of this game were: To connect the technical and non-technical (i.e., policy) issues that were developed in the roadmap-making endeavor of the National Electronics Manufacturing Initiative (NENI);to provide energy, enthusiasm and people to help the roadmap succeed; and to provide insight into high-leverage public and private investments. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, the robustness of strategic thinking and planning, and the development, delivery and commercialization of new technologies.« less
Numerical methods for engine-airframe integration
DOE Office of Scientific and Technical Information (OSTI.GOV)
Murthy, S.N.B.; Paynter, G.C.
1986-01-01
Various papers on numerical methods for engine-airframe integration are presented. The individual topics considered include: scientific computing environment for the 1980s, overview of prediction of complex turbulent flows, numerical solutions of the compressible Navier-Stokes equations, elements of computational engine/airframe integrations, computational requirements for efficient engine installation, application of CAE and CFD techniques to complete tactical missile design, CFD applications to engine/airframe integration, and application of a second-generation low-order panel methods to powerplant installation studies. Also addressed are: three-dimensional flow analysis of turboprop inlet and nacelle configurations, application of computational methods to the design of large turbofan engine nacelles, comparison ofmore » full potential and Euler solution algorithms for aeropropulsive flow field computations, subsonic/transonic, supersonic nozzle flows and nozzle integration, subsonic/transonic prediction capabilities for nozzle/afterbody configurations, three-dimensional viscous design methodology of supersonic inlet systems for advanced technology aircraft, and a user's technology assessment.« less
Adaptive thinking & leadership simulation game training for special forces officers.
DOE Office of Scientific and Technical Information (OSTI.GOV)
Raybourn, Elaine Marie; Mendini, Kip; Heneghan, Jerry
Complex problem solving approaches and novel strategies employed by the military at the squad, team, and commander level are often best learned experimentally. Since live action exercises can be costly, advances in simulation game training technology offer exciting ways to enhance current training. Computer games provide an environment for active, critical learning. Games open up possibilities for simultaneous learning on multiple levels; players may learn from contextual information embedded in the dynamics of the game, the organic process generated by the game, and through the risks, benefits, costs, outcomes, and rewards of alternative strategies that result from decision making. Inmore » the present paper we discuss a multiplayer computer game simulation created for the Adaptive Thinking & Leadership (ATL) Program to train Special Forces Team Leaders. The ATL training simulation consists of a scripted single-player and an immersive multiplayer environment for classroom use which leverages immersive computer game technology. We define adaptive thinking as consisting of competencies such as negotiation and consensus building skills, the ability to communicate effectively, analyze ambiguous situations, be self-aware, think innovatively, and critically use effective problem solving skills. Each of these competencies is an essential element of leader development training for the U.S. Army Special Forces. The ATL simulation is used to augment experiential learning in the curriculum for the U.S. Army JFK Special Warfare Center & School (SWCS) course in Adaptive Thinking & Leadership. The school is incorporating the ATL simulation game into two additional training pipelines (PSYOPS and Civil Affairs Qualification Courses) that are also concerned with developing cultural awareness, interpersonal communication adaptability, and rapport-building skills. In the present paper, we discuss the design, development, and deployment of the training simulation, and emphasize how the multiplayer simulation game is successfully used in the Special Forces Officer training program.« less
Evaluation of the Advanced Subsonic Technology Program Noise Reduction Benefits
NASA Technical Reports Server (NTRS)
Golub, Robert A.; Rawls, John W., Jr.; Russell, James W.
2005-01-01
This report presents a detailed evaluation of the aircraft noise reduction technology concepts developed during the course of the NASA/FAA Advanced Subsonic Technology (AST) Noise Reduction Program. In 1992, NASA and the FAA initiated a cosponsored, multi-year program with the U.S. aircraft industry focused on achieving significant advances in aircraft noise reduction. The program achieved success through a systematic development and validation of noise reduction technology. Using the NASA Aircraft Noise Prediction Program, the noise reduction benefit of the technologies that reached a NASA technology readiness level of 5 or 6 were applied to each of four classes of aircraft which included a large four engine aircraft, a large twin engine aircraft, a small twin engine aircraft and a business jet. Total aircraft noise reductions resulting from the implementation of the appropriate technologies for each class of aircraft are presented and compared to the AST program goals.
Smart internet search engine through 6W
NASA Astrophysics Data System (ADS)
Goehler, Stephen; Cader, Masud; Szu, Harold
2006-04-01
Current Internet search engine technology is limited in its ability to display necessary relevant information to the user. Yahoo, Google and Microsoft use lookup tables or indexes which limits the ability of users to find their desired information. While these companies have improved their results over the years by enhancing their existing technology and algorithms with specialized heuristics such as PageRank, there is a need for a next generation smart search engine that can effectively interpret the relevance of user searches and provide the actual information requested. This paper explores whether a smarter Internet search engine can effectively fulfill a user's needs through the use of 6W representations.
NASA Technical Reports Server (NTRS)
Evans, D. G.; Miller, T. J.
1978-01-01
The NASA-Lewis Research Center (LeRC) has conducted, and has sponsored with industry and universities, extensive research into many of the technology areas related to gas turbine propulsion systems. This aerospace-related technology has been developed at both the component and systems level, and may have significant potential for application to the automotive gas turbine engine. This paper summarizes this technology and lists the associated references. The technology areas are system steady-state and transient performance prediction techniques, compressor and turbine design and performance prediction programs and effects of geometry, combustor technology and advanced concepts, and ceramic coatings and materials technology.
Reusable Rocket Engine Maintenance Study
NASA Technical Reports Server (NTRS)
Macgregor, C. A.
1982-01-01
Approximately 85,000 liquid rocket engine failure reports, obtained from 30 years of developing and delivering major pump feed engines, were reviewed and screened and reduced to 1771. These were categorized into 16 different failure modes. Failure propagation diagrams were established. The state of the art of engine condition monitoring for in-flight sensors and between flight inspection technology was determined. For the 16 failure modes, the potential measurands and diagnostic requirements were identified, assessed and ranked. Eight areas are identified requiring advanced technology development.
Military engine computational structures technology
NASA Technical Reports Server (NTRS)
Thomson, Daniel E.
1992-01-01
Integrated High Performance Turbine Engine Technology Initiative (IHPTET) goals require a strong analytical base. Effective analysis of composite materials is critical to life analysis and structural optimization. Accurate life prediction for all material systems is critical. User friendly systems are also desirable. Post processing of results is very important. The IHPTET goal is to double turbine engine propulsion capability by the year 2003. Fifty percent of the goal will come from advanced materials and structures, the other 50 percent will come from increasing performance. Computer programs are listed.
2017-04-06
action by keeping a foot in the door in contested environments. The integration of game -changing technology in force development paired with an...domain synergy, and emerging " game -changing" technologies. The intent of this report is not to define but rather describe what has been coined as the...Energy as possible “ game changers” in the implementation of future offset strategies and each lends distinct capabilities in defense of EABs.23 The
Downsizing assessment of automotive Stirling engines
NASA Technical Reports Server (NTRS)
Knoll, R. H.; Tew, R. C., Jr.; Klann, J. L.
1983-01-01
A 67 kW (90 hp) Stirling engine design, sized for use in a 1984 1440 kg (3170 lb) automobile was the focal point for developing automotive Stirling engine technology. Since recent trends are towards lighter vehicles, an assessment was made of the applicability of the Stirling technology being developed for smaller, lower power engines. Using both the Philips scaling laws and a Lewis Research Center (Lewis) Stirling engine performance code, dimensional and performance characteristics were determined for a 26 kW (35 hp) and a 37 kW (50 hp) engine for use in a nominal 907 kg (2000 lb) vehicle. Key engine elements were sized and stressed and mechanical layouts were made to ensure mechanical fit and integrity of the engines. Fuel economy estimates indicated that the Stirling engine would maintain a 30 to 45 percent fuel economy advantage comparable spark ignition and diesel powered vehicles in the 1984 period.
Transition in Gas Turbine Control System Architecture: Modular, Distributed, and Embedded
NASA Technical Reports Server (NTRS)
Culley, Dennis
2010-01-01
Controls systems are an increasingly important component of turbine-engine system technology. However, as engines become more capable, the control system itself becomes ever more constrained by the inherent environmental conditions of the engine; a relationship forced by the continued reliance on commercial electronics technology. A revolutionary change in the architecture of turbine-engine control systems will change this paradigm and result in fully distributed engine control systems. Initially, the revolution will begin with the physical decoupling of the control law processor from the hostile engine environment using a digital communications network and engine-mounted high temperature electronics requiring little or no thermal control. The vision for the evolution of distributed control capability from this initial implementation to fully distributed and embedded control is described in a roadmap and implementation plan. The development of this plan is the result of discussions with government and industry stakeholders
Energy efficient engine component development and integration program
NASA Technical Reports Server (NTRS)
1982-01-01
The development of the technology to improve energy efficiency of propulsion systems for subsonic commercial aircrafts was examined. Goals established include: (1) fuel consumption, reduction in flight propulsion system; (2) direct operation cost; (3) noise, with provision for engine growth corresponding to future engine application; and (4) emissions, EPA new engine standards.
NASA Technical Reports Server (NTRS)
Bobula, G. A.; Wintucky, W. T.; Castor, J. G.
1986-01-01
The Compound Cycle Engine (CCE) is a highly turbocharged, power compounded power plant which combines the lightweight pressure rise capability of a gas turbine with the high efficiency of a diesel. When optimized for a rotorcraft, the CCE will reduce fuel burned for a typical 2 hr (plus 30 min reserve) mission by 30 to 40 percent when compared to a conventional advanced technology gas turbine. The CCE can provide a 50 percent increase in range-payload product on this mission. A program to establish the technology base for a Compound Cycle Engine is presented. The goal of this program is to research and develop those technologies which are barriers to demonstrating a multicylinder diesel core in the early 1990's. The major activity underway is a three-phased contract with the Garrett Turbine Engine Company to perform: (1) a light helicopter feasibility study, (2) component technology development, and (3) lubricant and material research and development. Other related activities are also presented.
Ultra-efficient Engine Diameter Study
NASA Technical Reports Server (NTRS)
Daggett, David L.; Brown, Stephen T.; Kawai, Ron T.
2003-01-01
Engine fan diameter and Bypass Ratio (BPR) optimization studies have been conducted since the beginning of the turbofan age with the recognition that reducing the engine core jet velocity and increasing fan mass flow rate generally increases propulsive efficiency. However, performance tradeoffs limit the amount of fan flow achievable without reducing airplane efficiency. This study identifies the optimum engine fan diameter and BPR, given the advanced Ultra-Efficient Engine Technology (UEET) powerplant efficiencies, for use on an advanced subsonic airframe. Engine diameter studies have historically focused on specific engine size options, and were limited by existing technology and transportation infrastructure (e.g., ability to fit bare engines through aircraft doors and into cargo holds). This study is unique in defining the optimum fan diameter and drivers for future 2015 (UEET) powerplants while not limiting engine fan diameter by external constraints. This report follows on to a study identifying the system integration issues of UEET engines. This Engine Diameter study was managed by Boeing Phantom Works, Seattle, Washington through the NASA Glenn Revolutionary Aero Space Engine Research (RASER) contract under task order 10. Boeing Phantom Works, Huntington Beach, completed the engine/airplane sizing optimization, while the Boeing Commercial Airplane group (BCA) provided design oversight. A separate subcontract to support the overall project was issued to Tuskegee University.
CECE: A Deep Throttling Demonstrator Cryogenic Engine for NASA's Lunar Lander
NASA Technical Reports Server (NTRS)
Giuliano, Victor J.; Leonard, Timothy G.; Adamski, Walter M.; Kim, Tony S.
2007-01-01
As one of the first technology development programs awarded under NASA's Vision for Space Exploration, the Pratt & Whitney Rocketdyne (PWR) Deep Throttling, Common Extensible Cryogenic Engine (CECE) program was selected by NASA in November 2004 to begin technology development and demonstration toward a deep throttling, cryogenic Lunar Lander engine for use across multiple human and robotic lunar exploration mission segments with extensibility to Mars. The CECE program leverages the maturity and previous investment of a flight-proven hydrogen/oxygen expander cycle engine, the RL10, to develop and demonstrate an unprecedented combination of reliability, safety, durability, throttlability, and restart capabilities in a high-energy, cryogenic engine. NASA Marshall Space Flight Center and NASA Glenn Research Center personnel were integral design and analysis team members throughout the requirements assessment, propellant studies and the deep throttling demonstrator elements of the program. The testbed selected for the initial deep throttling demonstration phase of this program was a minimally modified RL10 engine, allowing for maximum current production engine commonality and extensibility with minimum program cost. In just nine months from technical program start, CECE Demonstrator No. 1 engine testing in April/May 2006 at PWR's E06 test stand successfully demonstrated in excess of 10:1 throttling of the hydrogen/oxygen expander cycle engine. This test provided an early demonstration of a viable, enabling cryogenic propulsion concept with invaluable system-level technology data acquisition toward design and development risk mitigation for both the subsequent CECE Demonstrator No. 2 program and to the future Lunar Lander Design, Development, Test and Evaluation effort.
NASA Astrophysics Data System (ADS)
Kilb, D. L.; Yang, A.; Rohrlick, D.; Cochran, E. S.; Lawrence, J.; Chung, A. I.; Neighbors, C.; Choo, Y.
2011-12-01
The Kinect technology allows for hands-free game play, greatly increasing the accessibility of gaming for those uncomfortable using controllers. How it works is the Kinect camera transmits invisible near-infrared light and measures its "time of flight" to reflect off an object, allowing it to distinguish objects within 1 centimeter in depth and 3 mm in height and width. The middleware can also respond to body gestures and voice commands. Here, we use the Kinect Windows SDK software to create a game that mimics how scientists deploy seismic instruments following a large earthquake. The educational goal of the game is to allow the players to explore 3D space as they learn about the Quake Catcher Network's (QCN) Rapid Aftershock Mobilization Program (RAMP). Many of the scenarios within the game are taken from factual RAMP experiences. To date, only the PC platform (or a Mac running PC emulator software) is available for use, but we hope to move to other platforms (e.g., Xbox 360, iPad, iPhone) as they become available. The game is written in programming language C# using Microsoft XNA and Visual Studio 2010, graphic shading is added using High Level Shader Language (HLSL), and rendering is produced using XNA's graphics libraries. Key elements of the game include selecting sensor locations, adequately installing the sensor, and monitoring the incoming data. During game play aftershocks can occur unexpectedly, as can other problems that require attention (e.g., power outages, equipment failure, and theft). The player accrues points for quickly deploying the first sensor (recording as many initial aftershocks as possible), correctly installing the sensors (orientation with respect to north, properly securing, and testing), distributing the sensors adequately in the region, and troubleshooting problems. One can also net points for efficient use of game play time. Setting up for game play in your local environment requires: (1) the Kinect hardware ( $145); (2) a computer with a Windows operating system (Mac users can use a Windows emulator); and (3) our free QCN game software (available from http://quakeinfo.ucsd.edu/ dkilb/WEB/QCN/Downloads.html).
Designing informed game-based rehabilitation tasks leveraging advances in virtual reality.
Lange, Belinda; Koenig, Sebastian; Chang, Chien-Yen; McConnell, Eric; Suma, Evan; Bolas, Mark; Rizzo, Albert
2012-01-01
This paper details a brief history and rationale for the use of virtual reality (VR) technology for clinical research and intervention, and then focuses on game-based VR applications in the area of rehabilitation. An analysis of the match between rehabilitation task requirements and the assets available with VR technology is presented. Low-cost camera-based systems capable of tracking user behavior at sufficient levels for game-based virtual rehabilitation activities are currently available for in-home use. Authoring software is now being developed that aims to provide clinicians with a usable toolkit for leveraging this technology. This will facilitate informed professional input on software design, development and application to ensure safe and effective use in the rehabilitation context. The field of rehabilitation generally stands to benefit from the continual advances in VR technology, concomitant system cost reductions and an expanding clinical research literature and knowledge base. Home-based activity within VR systems that are low-cost, easy to deploy and maintain, and meet the requirements for "good" interactive rehabilitation tasks could radically improve users' access to care, adherence to prescribed training and subsequently enhance functional activity in everyday life in clinical populations.
The Use of PDAs to Assess in Physical Education
ERIC Educational Resources Information Center
DerVanik, Rick
2005-01-01
Technology in the 21st century is dominating the way we live our lives. Computers, Internet, cell phones, global positioning systems, and video game programs all shape the way we view the world. As technology advances, expectations for the use of technology and the data that technology provides advance. Technology is making it easier for our…
Rangku Alu - A Traditional East Nusa Tenggara Game in Android Platform
NASA Astrophysics Data System (ADS)
Rahmat, R. F.; Ramadhan, R.; Arisandi, D.; Syahputra, M. F.; Sheta, O.
2018-03-01
Rangku Alu is a traditional Indonesian game originated from Manggarai, East Nusa Tenggara, which is played using two pairs of bamboos or sticks in motion until the opponent’s foot is wedged by the bamboos. However, nowadays the game is rarely played, as the rapid development of technology, the game can be played individually by anyone through an online game using media devices such as mobile or PC. Rangku Alu is a game where the moves of a dancer or player varied in each dance. In this research, Fisher-Yates Shuffle algorithm was used as a randomization method to determine the next moves to prevent the tap areas to appear at the same place more than once in a row. From the results, it shows that the tap areas have never been appeared at the same place in succession twice or more.
Movement Right from the Start: Physical Activity for Young Students
ERIC Educational Resources Information Center
Morgan, Deborah H.; Morgan, Don W.
2012-01-01
In today's technology-driven society, children often sit for hours in front of a screen (e.g., computer, TV, video game), exercising only their fingers as they manipulate the keyboard, remote control, or game controller. This sedentary lifestyle contributes to the growing problem of childhood obesity. Data from the U.S. Centers for Disease Control…
Examining the Requirements for an Intergenerational Learning Game
ERIC Educational Resources Information Center
Räisänen, Teppo; Ypsilanti, Antonia; Ropes, Don; Vivas, Ana B.; Viitala, Matti; Ijäs, Tuula
2014-01-01
Intergenerational learning (IGL) has been identified as a viable way to help organizations deal with the problems an ageing worker population brings with it. Information and communications technology (ICT) in its many forms can be utilized to support IGL. This paper investigates the requirements for a game that would help raise stakeholder…
Haptic Glove Technology: Skill Development through Video Game Play
ERIC Educational Resources Information Center
Bargerhuff, Mary Ellen; Cowan, Heidi; Oliveira, Francisco; Quek, Francis; Fang, Bing
2010-01-01
This article introduces a recently developed haptic glove system and describes how the participants used a video game that was purposely designed to train them in skills that are needed for the efficient use of the haptic glove. Assessed skills included speed, efficiency, embodied skill, and engagement. The findings and implications for future…
A Platform Independent Game Technology Model for Model Driven Serious Games Development
ERIC Educational Resources Information Center
Tang, Stephen; Hanneghan, Martin; Carter, Christopher
2013-01-01
Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…
3D CPR Game Can Improve CPR Skill Retention.
Li, Jia; Xu, Yimin; Xu, Yahong; Yue, Peng; Sun, Liu; Guo, Ming; Xiao, Shuqin; Ding, Shu; Cui, Yanyan; Li, Shulan; Yang, Qiuying; Chang, Polun; Wu, Ying
2015-01-01
Adequate cardiopulmonary resuscitation (CPR) skill is essential in improving survival rate of sudden cardiac arrest (SCA). However, the skill deteriorates rapidly following CPR training. We developed a computer game by using 3-Dimensional virtual technology (3-D CPR game) for laypersons in the purpose to improve skill retention. As the testing phase, a randomized control trial, in which we recruited 97 freshman medical students who had no prior CPR training experience, was used to test its effect on 3-month CPR Skill retention. The usability of the game was also tested using a 33 item questionnaire rated with 5-point Likert scale. Three months after the initial CPR training, the retention rate of CPR skill in the game group was significantly higher compared with the control (p<0.05) and the average score on 4 dimensions of usability were 3.99-4.05. Overall, using 3-D CPR game in improving CPR skill retention is feasible and effective.
NASA Technical Reports Server (NTRS)
Esgar, J. B.; Sokolowski, Daniel E.
1989-01-01
The Hot Section Technology (HOST) Project, which was initiated by NASA Lewis Research Center in 1980 and concluded in 1987, was aimed at improving advanced aircraft engine hot section durability through better technical understanding and more accurate design analysis capability. The project was a multidisciplinary, multiorganizational, focused research effort that involved 21 organizations and 70 research and technology activities and generated approximately 250 research reports. No major hardware was developed. To evaluate whether HOST had a significant impact on the overall aircraft engine industry in the development of new engines, interviews were conducted with 41 participants in the project to obtain their views. The summarized results of these interviews are presented. Emphasis is placed on results relative to three-dimensional inelastic structural analysis, thermomechanical fatigue testing, constitutive modeling, combustor aerothermal modeling, turbine heat transfer, protective coatings, computer codes, improved engine design capability, reduced engine development costs, and the impacts on technology transfer and the industry-government partnership.
ERIC Educational Resources Information Center
Conrad, Shawn; Clarke-Midura, Jody; Klopfer, Eric
2014-01-01
Educational games offer an opportunity to engage and inspire students to take interest in science, technology, engineering, and mathematical (STEM) subjects. Unobtrusive learning assessment techniques coupled with machine learning algorithms can be utilized to record students' in-game actions and formulate a model of the students' knowledge…
VSCE technology definition study
NASA Technical Reports Server (NTRS)
Howlett, R. A.; Hunt, R. B.
1979-01-01
Refined design definition of the variable stream control engine (VSCE) concept for advanced supersonic transports is presented. Operating and performance features of the VSCE are discussed, including the engine components, thrust specific fuel consumption, weight, noise, and emission system. A preliminary engine design is presented.
Advanced Subsonic Airplane Design and Economic Studies
NASA Technical Reports Server (NTRS)
Liebeck, Robert H.; Andrastek, Donald A.; Chau, Johnny; Girvin, Raquel; Lyon, Roger; Rawdon, Blaine K.; Scott, Paul W.; Wright, Robert A.
1995-01-01
A study was made to examine the effect of advanced technology engines on the performance of subsonic airplanes and provide a vision of the potential which these advanced engines offered. The year 2005 was selected as the entry-into-service (EIS) date for engine/airframe combination. A set of four airplane classes (passenger and design range combinations) that were envisioned to span the needs for the 2005 EIS period were defined. The airframes for all classes were designed and sized using 2005 EIS advanced technology. Two airplanes were designed and sized for each class: one using current technology (1995) engines to provide a baseline, and one using advanced technology (2005) engines. The resulting engine/airframe combinations were compared and evaluated on the basis on sensitivity to basic engine performance parameters (e.g. SFC and engine weight) as well as DOC+I. The advanced technology engines provided significant reductions in fuel burn, weight, and wing area. Average values were as follows: reduction in fuel burn = 18%, reduction in wing area = 7%, and reduction in TOGW = 9%. Average DOC+I reduction was 3.5% using the pricing model based on payload-range index and 5% using the pricing model based on airframe weight. Noise and emissions were not considered.
Games for Participatory Science: A Paradigm for Game-Based Learning for Promoting Science Literacy
ERIC Educational Resources Information Center
Shapiro, R. Benjamin; Squire, Kurt D.
2011-01-01
Debates in forums such as "Educational Technology" and the National Academies of Science (National Research Council, 2011) emphasize the promise (and indeed recent successes) of digital game-based learning programs, but also the need for research-driven approaches that carefully delineate learning goals. This article introduces one such…
Motivational Effect of Web-Based Simulation Game in Teaching Operations Management
ERIC Educational Resources Information Center
Nguyen, Tung Nhu
2015-01-01
Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…
ERIC Educational Resources Information Center
Scoresby, Jon; Shelton, Brett E.
2011-01-01
The mis-categorizing of cognitive states involved in learning within virtual environments has complicated instructional technology research. Further, most educational computer game research does not account for how learning activity is influenced by factors of game content and differences in viewing perspectives. This study is a qualitative…
Rocket Engine Plume Diagnostics at Stennis Space Center
NASA Technical Reports Server (NTRS)
Tejwani, Gopal D.; Langford, Lester A.; VanDyke, David B.; McVay, Gregory P.; Thurman, Charles C.
2003-01-01
The Stennis Space Center has been at the forefront of development and application of exhaust plume spectroscopy to rocket engine health monitoring since 1989. Various spectroscopic techniques, such as emission, absorption, FTIR, LIF, and CARS, have been considered for application at the engine test stands. By far the most successful technology h a been exhaust plume emission spectroscopy. In particular, its application to the Space Shuttle Main Engine (SSME) ground test health monitoring has been invaluable in various engine testing and development activities at SSC since 1989. On several occasions, plume diagnostic methods have successfully detected a problem with one or more components of an engine long before any other sensor indicated a problem. More often, they provide corroboration for a failure mode, if any occurred during an engine test. This paper gives a brief overview of our instrumentation and computational systems for rocket engine plume diagnostics at SSC. Some examples of successful application of exhaust plume spectroscopy (emission as well as absorption) to the SSME testing are presented. Our on-going plume diagnostics technology development projects and future requirements are discussed.
Practicality in Virtuality: Finding Student Meaning in Video Game Education
NASA Astrophysics Data System (ADS)
Barko, Timothy; Sadler, Troy D.
2013-04-01
This paper looks at the conceptual differences between video game learning and traditional classroom and laboratory learning. It explores the notion of virtual experience by comparing a commonly used high school laboratory protocol on DNA extraction with a similar experience provided by a biotechnology themed video game. When considered conceptually, the notion of virtual experience is not limited to those experiences generated by computer aided technology, as with a video game or computer simulation. The notion of virtuality can apply to many real world experiences as well. It is proposed that the medium of the learning experience, be it video game or classroom, is not an important distinction to consider; instead, we should seek to determine what kinds of meaningful experiences apply for both classrooms and video games.
Status review of NASA programs for reducing aircraft gas turbine engine emissions
NASA Technical Reports Server (NTRS)
Rudey, R. A.
1976-01-01
The paper describes and discusses the results from some of the research and development programs for reducing aircraft gas turbine engine emissions. Although the paper concentrates on NASA programs only, work supported by other U.S. government agencies and industry has provided considerable data on low emission advanced technology for aircraft gas turbine engine combustors. The results from the two major NASA technology development programs, the ECCP (Experimental Clean Combustor Program) and the PRTP (Pollution Reduction Technology Program), are presented and compared with the requirements of the 1979 U.S. EPA standards. Emission reduction techniques currently being evaluated in these programs are described along with the results and a qualitative assessment of development difficulty.
NASA Technical Reports Server (NTRS)
Bobula, G. A.; Wintucky, W. T.; Castor, J. G.
1987-01-01
The Compound Cycle Engine (CCE) is a highly turbocharged, power compounded power plant which combines the lightweight pressure rise capability of a gas turbine with the high efficiency of a diesel. When optimized for a rotorcraft, the CCE will reduce fuel burn for a typical 2 hr (plus 30 min reserve) mission by 30 to 40 percent when compared to a conventional advanced technology gas turbine. The CCE can provide a 50 percent increase in range-payload product on this mission. A program to establish the technology base for a Compound Cycle Engine is presented. The goal of this program is to research and develop those technologies which are barriers to demonstrating a multicylinder diesel core in the early 1990's. The major activity underway is a three-phased contract with the Garrett Turbine Engine Company to perform: (1) a light helicopter feasibility study, (2) component technology development, and (3) lubricant and material research and development. Other related activities are also presented.
Learning Physics with Digital Game Simulations in Middle School Science
ERIC Educational Resources Information Center
Anderson, Janice L.; Barnett, Mike
2013-01-01
The purpose of this work is to share our findings in using video gaming technology to facilitate the understanding of basic electromagnetism with middle school students. To this end, we explored the impact of using a game called "Supercharged!" on middle school students' understanding of electromagnetic concepts compared to students…
Digital Game Building: Learning in a Participatory Culture
ERIC Educational Resources Information Center
Li, Qing
2010-01-01
Background: The emergence of a participatory culture, brought about mainly by the use of Web2.0 technology, is challenging us to reconsider aspects of teaching and learning. Adapting the learning-as-digital-game-building approach, this paper explores how new educational practices can help students build skills for the 21st century. Purpose: This…
Developing Science Literacy through the Heat Game: An Online Role-Playing Game
ERIC Educational Resources Information Center
Rees, Carol Ann Butler
2015-01-01
The decline of young peoples' interest in science & technology education in western counties is causing concern worldwide. To help change this situation teachers need to take a leadership role in designing innovative approaches for engaging students with science curriculum in schools. Here I report on an action research study to examine…
Transforming Classrooms through Game-Based Learning: A Feasibility Study in a Developing Country
ERIC Educational Resources Information Center
Vate-U-Lan, Poonsri
2015-01-01
This article reports an exploratory study which investigated attitudes towards the practice of game-based learning in teaching STEM (science, technology, engineering and mathematics) within a Thai educational context. This self-administered Internet-based survey yielded 169 responses from a snowball sampling technique. Three fifths of respondents…
Compact LED based LCOS optical engine for mobile projection
NASA Astrophysics Data System (ADS)
Zhang, Wenzi; Li, Xiaoyan; Liu, Qinxiao; Yu, Feihong
2009-11-01
With the development of high power LED (light emitting diode) technology and color filter LCOS (liquid crystal on silicon) technology, the research on LED based micro optical engine for mobile projection has been a hot topic recently. In this paper one compact LED powered LCOS optical engine design is presented, which is intended to be embedded in cell phone, digital camera, and so on. Compared to DLP (digital light processor) and traditional color sequential LCOS technology, the color filter based LCOS panel is chosen for the compact optical engine, this is because only white LED is needed. To further decrease the size of the optical engine, only one specifically designed plastic free form lens is applied in the illumination part of the optical engine. This free form lens is designed so that it plays the roles of both condenser and integrator, by which the output light of LED is condensed and redistributed, and light illumination of high efficiency, high uniformity and small incident angle on LCOS is acquired. Besides PBS (polarization beam splitter), LCOS, and projection lens, the compact optical engine contains only this piece of free form plastic lens, which can be produced by plastic injection molding. Finally a white LED powered LCOS optical engine with a compact size of less than 6.6 cc can be acquired. With the ray tracing simulation result, the light efficiency analysis shows that the output flux is over 8.5 ANSI lumens and the ANSI uniformity of over 80%.
Automotive Stirling Engine Development Program
NASA Technical Reports Server (NTRS)
Nightingale, N.; Ernst, W.; Richey, A.; Simetkosky, M.; Smith, G.; Rohdenburg, C.; Antonelli, M. (Editor)
1983-01-01
Program status and plans are discussed for component and technology development; reference engine system design, the upgraded Mod 1 engine; industry test and evaluation; and product assurance. Four current Mod 1 engines reached a total of 2523 operational hours, while two upgraded engines accumulated 166 hours.
Emissions and Noise Pervasive Panel
NASA Technical Reports Server (NTRS)
Henderson, Brenda; Lee, Chi
2008-01-01
Objectives include: Provide interagency coordination of technology development, aimed at engine noise reduction. a) Provide recommendations to the Steering Committee on potential areas of interagency technology collaboration to maximize the use of government investments in noise reduction. b) Serve as a forum for information and technology exchange in order to coordinate gas turbine engine environmental strategies and policies among the member agencies and industry; c) Coordinate activities across panel representatives; and d) Communicate progress to VAATE steering committee.
Federal Register 2010, 2011, 2012, 2013, 2014
2012-12-04
... SECURITIES AND EXCHANGE COMMISSION [ File No. 500-1] In the Matter of Encore Clean Energy, Inc., Energy & Engine Technology Corp., Equity Media Holdings Corporation, eTotalSource, Inc., Extensions, Inc., Firepond, Inc., and GNC Energy Corporation; Order of Suspension of Trading November 29, 2012. It appears to...
Benchmarking Gas Path Diagnostic Methods: A Public Approach
NASA Technical Reports Server (NTRS)
Simon, Donald L.; Bird, Jeff; Davison, Craig; Volponi, Al; Iverson, R. Eugene
2008-01-01
Recent technology reviews have identified the need for objective assessments of engine health management (EHM) technology. The need is two-fold: technology developers require relevant data and problems to design and validate new algorithms and techniques while engine system integrators and operators need practical tools to direct development and then evaluate the effectiveness of proposed solutions. This paper presents a publicly available gas path diagnostic benchmark problem that has been developed by the Propulsion and Power Systems Panel of The Technical Cooperation Program (TTCP) to help address these needs. The problem is coded in MATLAB (The MathWorks, Inc.) and coupled with a non-linear turbofan engine simulation to produce "snap-shot" measurements, with relevant noise levels, as if collected from a fleet of engines over their lifetime of use. Each engine within the fleet will experience unique operating and deterioration profiles, and may encounter randomly occurring relevant gas path faults including sensor, actuator and component faults. The challenge to the EHM community is to develop gas path diagnostic algorithms to reliably perform fault detection and isolation. An example solution to the benchmark problem is provided along with associated evaluation metrics. A plan is presented to disseminate this benchmark problem to the engine health management technical community and invite technology solutions.
[The Health Technology Assessment Engine of the Academic Hospital of Udine: first appraisal].
Vidale, Claudia
2014-01-01
The Health Technology Assessment Engine (HTAE) of the Academic Hospital of Udine aggregates about one hundred of health technology assessment websites. It was born thanks to Google technology in 2008 and after about four years of testing it became public for everybody from the Homepage of the Italian Society of Health Technology Assessment (SIHTA). In this paper the first results obtained with this resource are reported. The role of the scientific librarian is examined not only as a support specialist in bibliographic search but also as a creative expert in managing new technologies for the community.
NASA Technical Reports Server (NTRS)
Lorenzo, Carl F.
1995-01-01
The potential for a revolutionary step in the durability of reusable rocket engines is made possible by the combination of several emerging technologies. The recent creation and analytical demonstration of life extending (or damage mitigating) control technology enables rapid rocket engine transients with minimum fatigue and creep damage. This technology has been further enhanced by the formulation of very simple but conservative continuum damage models. These new ideas when combined with recent advances in multidisciplinary optimization provide the potential for a large (revolutionary) step in reusable rocket engine durability. This concept has been named the robust rocket engine concept (RREC) and is the basic contribution of this paper. The concept also includes consideration of design innovations to minimize critical point damage.
Ceramic Technology For Advanced Heat Engines Project
DOE Office of Scientific and Technical Information (OSTI.GOV)
Not Available
1990-12-01
Significant accomplishments in fabricating ceramic components for the Department of Energy (DOE), National Aeronautics and Space Administration (NASA), and Department of Defense (DoD) advanced heat engine programs have provided evidence that the operation of ceramic parts in high-temperature engine environments is feasible. However, these programs have also demonstrated that additional research is needed in materials and processing development, design methodology, and data base and life prediction before industry will have a sufficient technology base from which to produce reliable cost-effective ceramic engine components commercially. The objective of the project is to develop the industrial technology base required for reliable ceramicsmore » for application in advanced automotive heat engines. The project approach includes determining the mechanisms controlling reliability, improving processes for fabricating existing ceramics, developing new materials with increased reliability, and testing these materials in simulated engine environments to confirm reliability. Although this is a generic materials project, the focus is on the structural ceramics for advanced gas turbine and diesel engines, ceramic bearings and attachments, and ceramic coatings for thermal barrier and wear applications in these engines. This advanced materials technology is being developed in parallel and close coordination with the ongoing DOE and industry proof of concept engine development programs. To facilitate the rapid transfer of this technology to U.S. industry, the major portion of the work is being done in the ceramic industry, with technological support from government laboratories, other industrial laboratories, and universities. Abstracts prepared for appropriate papers.« less
Development of High Temperature Gas Sensor Technology
NASA Technical Reports Server (NTRS)
Hunter, Gary W.; Chen, Liang-Yu; Neudeck, Philip G.; Knight, Dak; Liu, Chung-Chiun; Wu, Quing-Hai; Zhou, Huan-Jun
1997-01-01
The measurement of engine emissions is important for their monitoring and control. However, the ability to measure these emissions in-situ is limited. We are developing a family of high temperature gas sensors which are intended to operate in harsh environments such as those in an engine. The development of these sensors is based on progress in two types of technology: (1) The development of SiC-based semiconductor technology; and (2) Improvements in micromachining and microfabrication technology. These technologies are being used to develop point-contact sensors to measure gases which are important in emission control especially hydrogen, hydrocarbons, nitrogen oxides, and oxygen. The purpose of this paper is to discuss the development of this point-contact sensor technology. The detection of each type of gas involves its own challenges in the fields of materials science and fabrication technology. Of particular importance is sensor sensitivity, selectivity, and stability in long-term, high temperature operation. An overview is presented of each sensor type with an evaluation of its stage of development. It is concluded that this technology has significant potential for use in engine applications but further development is necessary.
Propulsion Control Technology Development in the United States A Historical Perspective
NASA Technical Reports Server (NTRS)
Jaw, Link C.a; Garg, Sanjay
2005-01-01
This paper presents a historical perspective of the advancement of control technologies for aircraft gas turbine engines. The paper primarily covers technology advances in the United States in the last 60 years (1940 to approximately 2002). The paper emphasizes the pioneering technologies that have been tested or implemented during this period, assimilating knowledge and experience from industry experts, including personal interviews with both current and retired experts. Since the first United States-built aircraft gas turbine engine was flown in 1942, engine control technology has evolved from a simple hydro-mechanical fuel metering valve to a full-authority digital electronic control system (FADEC) that is common to all modern aircraft propulsion systems. At the same time, control systems have provided engine diagnostic functions. Engine diagnostic capabilities have also evolved from pilot observation of engine gauges to the automated on-board diagnostic system that uses mathematical models to assess engine health and assist in post-flight troubleshooting and maintenance. Using system complexity and capability as a measure, we can break the historical development of control systems down to four phases: (1) the start-up phase (1942 to 1949), (2) the growth phase (1950 to 1969), (3) the electronic phase (1970 to 1989), and (4) the integration phase (1990 to 2002). In each phase, the state-of-the-art control technology is described and the engines that have become historical landmarks, from the control and diagnostic standpoint, are identified. Finally, a historical perspective of engine controls in the last 60 years is presented in terms of control system complexity, number of sensors, number of lines of software (or embedded code), and other factors.
Stennis hosts Space Day activities at USM
2009-10-17
Fallon Nettles (left), an Astro Camp counselor at NASA's John C. Stennis Space Center, assists a young fan attending the University of Southern Mississippi football game in Hattiesburg, Miss., on Oct. 17 in launching a balloon 'rocket.' Prior to the game, Stennis Space Center hosted hands-on activities and exhibits for families as part of its first-ever Space Day at USM. The activities were versions of those featured in the daylong and weeklong Astro Camp sessions sponsored by Stennis throughout each year. Stennis Space Center is located in nearby Hancock County and is the nation's premier rocket engine testing facility. The USM activities were part of Stennis' ongoing effort to educate people about the NASA mission and to introduce children and young people to space and space exploration.
NASA Technical Reports Server (NTRS)
Bahr, D. W.; Burrus, D. L.; Sabla, P. E.
1979-01-01
A sector combustor technology development program was conducted to define an advanced double annular dome combustor sized for use in the quiet clean short haul experimental engine (QCSEE). A design which meets the emission goals, and combustor performance goals of the QCSEE engine program was developed. Key design features were identified which resulted in substantial reduction in carbon monoxide and unburned hydrocarbon emission levels at ground idle operating conditions, in addition to very low nitric oxide emission levels at high power operating conditions. Their significant results are reported.
AFSPC Innovation and Science and Technology Outreach to Industry and Academia
NASA Technical Reports Server (NTRS)
Sanchez, Merri J.; Dills, Anthony N.; Chandler, Faith
2016-01-01
The U.S. Air Force is taking a strategic approach to ensuring that we are at the cutting edge of science and technology. This includes fostering game-changing approaches and technologies that are balanced with operational needs. The security of the Nation requires a constant pursuit of science, technical agility, and a rapid adoption of innovation. This includes pursuits of game-changing technologies and domains that perhaps we cannot even imagine today. This paper highlights the Air Force Space Command (AFSPC) collaboration and outreach to other government agencies, military and national laboratories, industry, and academia on long term science and technology challenges. In particular we discuss the development of the AFSPC Long Term Science and Technology Challenges that include both space and cyberspace operations within a multi-domain environment and the subsequent Innovation Summits.
Free piston space Stirling technology program
NASA Technical Reports Server (NTRS)
Dochat, G. R.; Dhar, M.
1989-01-01
MTI recently completed an initial technology feasibility program for NASA by designing, fabricating and testing a space power demonstrator engine (SPDE). This program, which confirms the potential of free-piston Stirling engines, provided the major impetus to initiate a free-piston Stirling space engine (SSE) technology program. The accomplishments of the SPDE program are reviewed, and an overview of the SSE technology program and technical status to date is provided. It is shown that progress in both programs continues to justify its potential for either nuclear or solar space power missions.
Cardoso-Leite, Pedro; Kludt, Rachel; Vignola, Gianluca; Ma, Wei Ji; Green, C. Shawn; Bavelier, Daphne
2015-01-01
Technology has the potential to impact cognition in many ways. Here we contrast two forms of technology usage: 1) media multitasking (i.e., the simultaneous consumption of multiple streams of media, such a texting while watching TV) and 2) playing action video games (a particular sub-type of video game). Previous work has outlined an association between high levels of media multitasking and specific deficits in handling distracting information, while playing action video games has been associated with enhanced attentional control. As these two factors are linked with reasonably opposing effects, failing to take them jointly into account may result in inappropriate conclusions as to the impact of technology use on attention. Across four experiments (AX-CPT, N-back, Task-switching and Filter task), testing different aspects of attention and cognition, we show that heavy media multitaskers perform worse than light media multitaskers. Contrary to previous reports though, the performance deficit was not specifically tied to distractors, but was instead more global in nature. Interestingly, participants with intermediate levels of media multitasking occasionally performed better than both light and heavy media multitaskers suggesting that the effects of increasing media multitasking are not monotonic. Action video game players, as expected, outperformed non-video game players on all tasks. However, surprisingly this was true only for participants with intermediate levels of media multitasking, suggesting that playing action video games does not protect against the deleterious effect of heavy media multitasking. Taken together this study shows that media consumption can have complex and counter-intuitive effects on attentional control. PMID:26474982
Das, Aswathy; Sharma, Manoj Kumar; Thamilselvan, P; Marimuthu, P
2017-01-01
Technology usage has seen an increase among users. The usage varies from social, personal, and psychological reasons. Users are frequently using to overcome mood states as well as to manage the other psychological states. This work is going to explore the information technology use among subjects with a psychiatric disorder. A total of 75 subjects were assessed using background data sheet, internet addiction impairment index, video game use pattern, pornography addiction screening tool and screening for mobile phone use, from in-patient and out-patient setting of tertiary mental health setting. It showed the presence of addiction to mobile, internet, video game, and pornography. Age was found to be negatively correlated with this addiction. Average usage time had been associated with management of mood states. The addiction to information technology had been associated with a delay in initiation of sleep. This work has implication for screening technology addiction among subjects seeking treatment for psychological problems and motivate them to develop the healthy use of technology.
ERIC Educational Resources Information Center
Bloomfield, David
1999-01-01
As the Pokemon game craze illustrates, the combination of peer education and technology makes for powerful educational experiences. Educators need to accept technology-based peer education as a help rather than a hindrance to improve educational outcomes for students. (SLD)
Lightweight two-stroke cycle aircraft diesel engine technology enablement program, volume 3
NASA Technical Reports Server (NTRS)
Freen, P. D.; Berenyi, S. G.; Brouwers, A. P.; Moynihan, M. E.
1985-01-01
An experimental Single Cylinder Test Engine Program is conducted to confirm the analytically projected performance of a two-stroke cycle diesel engine for aircraft applications. Testing confirms the ability of a proposed 4-cylinder version of such an engine to reach the target power at altitude in a highly turbocharged configuration. The experimental program defines all necessary parameters to permit design of a multicylinder engine for eventual flight applications.
Applying Game Thinking to Slips, Trips and Falls Prevention.
Dewick, Paul; Stanmore, Emma
2017-01-01
Gamification is about the way in which 'game thinking' can engage participants and change behaviours in real, non-game contexts. This paper explores how game thinking can be applied to help prevent slips, trips and falls (STF), which are the largest cause of accidental death in older people across Europe. The paper contributes to the assistive technology, digital health and computer science/human behaviour communities by responding to a gap in the literature for papers detailing the innovation process of developing interventions to improve health and quality of life. The aim of the paper is of interest to the many stakeholders involved in enabling older people to live independent, confident, healthy and safe lives in the community.
Boiler and Pressure Balls Monopropellant Thermal Rocket Engine
NASA Technical Reports Server (NTRS)
Greene, William D. (Inventor)
2009-01-01
The proposed technology is a rocket engine cycle utilizing as the propulsive fluid a low molecular weight, cryogenic fluid, typically liquid hydrogen, pressure driven, heated, and expelled through a nozzle to generate high velocity and high specific impulse discharge gas. The proposed technology feeds the propellant through the engine cycle without the use of a separate pressurization fluid and without the use of turbomachinery. Advantages of the proposed technology are found in those elements of state-of-the-art systems that it avoids. It does not require a separate pressurization fluid or a thick-walled primary propellant tank as is typically required for a classical pressure-fed system. Further, it does not require the acceptance of intrinsic reliability risks associated with the use of turbomachinery
NASA Technical Reports Server (NTRS)
Hauser, Joseph R.; Zysman, Steven H.; Barber, Thomas J.
2001-01-01
NASA Glenn Research Center supported a three year effort to develop the technology for reducing jet noise from low-bypass ratio engines. This effort concentrated on both analytical and experimental approaches using various mixer designs. CFD and MGB predictions are compared with LDV and noise data, respectively. While former predictions matched well with data, experiment shows a need for improving the latter predictions. Data also show that mixing noise can be sensitive to engine hardware upstream of the mixing exit plane.
Overview of CMC Development Activities in NASA's Ultra-Efficient Engine Technology (UEET) Program
NASA Technical Reports Server (NTRS)
Brewer, Dave
2001-01-01
The primary objective of the UEET (Ultra-Efficient Engine Technology) Program is to address two of the most critical propulsion issues: performance/efficiency and reduced emissions. High performance, low emissions engine systems will lead to significant improvement in local air quality, minimum impact on ozone depletion and level to an overall reduction in aviation contribution to global warming. The Materials and Structures for High Performance project will develop and demonstrate advanced high temperature materials to enable high-performance, high efficiency, and environmentally compatible propulsion systems.
NASA Technical Reports Server (NTRS)
Musgrave, Jeffrey L.
1997-01-01
General aviation research is leading to major advances in internal combustion engine control systems for single-engine, single-pilot aircraft. These advances promise to increase engine performance and fuel efficiency while substantially reducing pilot workload and increasing flight safety. One such advance is a single-lever power control (SLPC) system, a welcome departure from older, less user-friendly, multilever engine control systems. The benefits of using single-lever power controls for general aviation aircraft are improved flight safety through advanced engine diagnostics, simplified powerplant operations, increased time between overhauls, and cost-effective technology (extends fuel burn and reduces overhaul costs). The single-lever concept has proven to be so effective in preliminary studies that general aviation manufacturers are making plans to retrofit current aircraft with the technology and are incorporating it in designs for future aircraft.
Orbital Transfer Rocket Engine Technology. Advanced Engine Study, Task D.6 Final Report
1992-06-01
PROPERTIES _- -,mr m" , MANUAL a PAQ *E,- 7.3.2.1.2. IA .A.2 ,C -- 70-t’ i Rl I _ N -’.±v-j-. .......-441I 0.2% YS Design Allowable • -’Moo 0 2W0" 6W...Storage External Radiation Environment ( Buried Engine) The engine thrust chamber would be cold to the touch even at full thrust operation from the
Stennis hosts Space Day activities at USM
NASA Technical Reports Server (NTRS)
2009-01-01
Fallon Nettles (left), an Astro Camp counselor at NASA's John C. Stennis Space Center, assists a young fan attending the University of Southern Mississippi football game in Hattiesburg, Miss., on Oct. 17 in launching a balloon 'rocket.' Prior to the game, Stennis Space Center hosted hands-on activities and exhibits for families as part of its first-ever Space Day at USM. The activities were versions of those featured in the daylong and weeklong Astro Camp sessions sponsored by Stennis throughout each year. Stennis Space Center is located in nearby Hancock County and is the nation's premier rocket engine testing facility. The USM activities were part of Stennis' ongoing effort to educate people about the NASA mission and to introduce children and young people to space and space exploration.
ERIC Educational Resources Information Center
Buschang, Rebecca E.; Kerr, Deirdre S.; Chung, Gregory K. W. K.
2012-01-01
Appropriately designed technology-based learning environments such as video games can be used to give immediate and individualized feedback to students. However, little is known about the design and use of feedback in instructional video games. This study investigated how feedback used in a mathematics video game about fractions impacted student…
Sex, Lies, and Video Games: Moral Panics or Uses and Gratifications
ERIC Educational Resources Information Center
Puri, Kunal; Pugliese, Rudy
2012-01-01
This study examined video game-playing aggression among graduate and undergraduate students at Rochester Institute of Technology in upstate New York. The following three research questions were posed: In the context of video game playing, what differences are there in levels of aggression in relation to sex? What differences are there in levels of…
Computers in the Undergraduate Curriculum: An Aspect of the Many Section Problem.
ERIC Educational Resources Information Center
Churchill, Geoffrey
A brief case study of the resistance to technological change is presented using DOG, a small scale deterministic business game, as the example of technology. DOG, a decision mathematics game for the purpose of providing an environment for application of mathematical concepts, consists of assignments mostly utilizing matrix algebra but also some…
Extended Attention Span Training System: Video Game Neurotherapy for Attention Deficit Disorder.
ERIC Educational Resources Information Center
Pope, Alan T.; Bogart, Edward H.
1996-01-01
Describes the Extended Attention Span Training (EAST) system for modifying attention deficits, which takes the concept of biofeedback one step further by making a video game more difficult as the player's brain waves indicate that attention is waning. Notes contributions of this technology to neuropsychology and neurology, where the emphasis is on…
Strategic Planning and Strategic Thinking Clothed in STRATEGO
ERIC Educational Resources Information Center
Baaki, John; Moseley, James L.
2011-01-01
This article shares experiences that participants had playing the game of STRATEGO and how the activity may be linked to strategic planning and thinking. Among the human performance technology implications of playing this game are that gamers agreed on a framework for rules, took stock on where they wanted to go in the future, and generated a risk…
Lightweight two-stroke cycle aircraft diesel engine technology enablement program, volume 2
NASA Technical Reports Server (NTRS)
Freen, P. D.; Berenyi, S. G.; Brouwers, A. P.; Moynihan, M. E.
1985-01-01
An experimental Single Cylinder Test Engine Program is conducted to confirm the analytically projected performance of a two-stroke cycle diesel engine for aircraft applications. Testing confirms the ability of a proposed 4-cylinder version of such an engine to reach the target power at altitude in a highly turbocharged configuration. The experimental program defines all necessary parameters to permit a design of a multicylinder engine for eventual flight applications.
The games psychologists play (and the data they provide).
Washburn, David A
2003-05-01
Computer games and the technologies marketed to support them provide unique resources for psychological research. In contrast to the sterility, simplicity, and artificiality that characterizes many cognitive tests, game-like tasks can be complex, ecologically valid, and even fun. In the present paper,the history of psychological research with video games is reviewed, and several thematic benefits of this paradigm are identified. These benefits, as well as the possible pitfalls of research with computer game technology and game-like tasks, are illustrated with data from comparative and cognitive investigations.
Damage-Tolerant, Affordable Composite Engine Cases Designed and Fabricated
NASA Technical Reports Server (NTRS)
Hopkins, Dale A.; Roberts, Gary D.; Pereira, J. Michael; Bowman, Cheryl L.
2005-01-01
An integrated team of NASA personnel, Government contractors, industry partners, and university staff have developed an innovative new technology for commercial fan cases that will substantially influence the safety and efficiency of future turbine engines. This effective team, under the direction of the NASA Glenn Research Center and with the support of the Federal Aviation Administration, has matured a new class of carbon/polymer composites and demonstrated a 30- to 50-percent improvement in specific containment capacity (blade fragment kinetic energy/containment system weight). As the heaviest engine component, the engine case/containment system greatly affects both the safety and efficiency of aircraft engines. The ballistic impact research team has developed unique test facilities and methods for screening numerous candidate material systems to replace the traditional heavy, metallic engine cases. This research has culminated in the selection of a polymer matrix composite reinforced with triaxially braided carbon fibers and technology demonstration through the fabrication of prototype engine cases for three major commercial engine manufacturing companies.
Materials technology assessment for stirling engines
NASA Technical Reports Server (NTRS)
Stephens, J. R.; Witzke, W. R.; Watson, G. K.; Johnston, J. R.; Croft, W. J.
1977-01-01
A materials technology assessment of high temperature components in the improved (metal) and advanced (ceramic) Stirling engines was undertaken to evaluate the current state-of-the-art of metals and ceramics, identify materials research and development required to support the development of automotive Stirling engines, and to recommend materials technology programs to assure material readiness concurrent with engine system development programs. The most critical component for each engine is identified and some of the material problem areas are discussed.
ERIC Educational Resources Information Center
Ernst, Jeremy V.; Clark, Aaron C.
2012-01-01
In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in…
ERIC Educational Resources Information Center
Goh, Shu Li
2016-01-01
The rapid progress of technology has revolutionized learning and in the field of computer assisted language learning, the use of digital games has expanded significantly. One type of game that has been attracting interest is massively multiplayer online role-playing games (henceforth MMORPGs). Recent research has drawn attention to the potential…
Genomics Analogy Model for Educators (GAME): From Jumping Genes to Alternative Splicing
ERIC Educational Resources Information Center
Corn, Joanie; Pittendrigh, Barry R.; Orvis, Kathryn S.
2004-01-01
Studies have shown that there is usually a lack of understanding concerning the fields of genetics and genomics among high school students (Lewis and Wood-Robinson, 2000). A recent article (Kirkpatrick et al, 2002) introduced the GAME (Genomics Analogy Model for Educators) model and two of its components: (1) explaining sequencing technology with…
Serious gaming technology in major incident triage training: a pragmatic controlled trial.
Knight, James F; Carley, Simon; Tregunna, Bryan; Jarvis, Steve; Smithies, Richard; de Freitas, Sara; Dunwell, Ian; Mackway-Jones, Kevin
2010-09-01
By exploiting video games technology, serious games strive to deliver affordable, accessible and usable interactive virtual worlds, supporting applications in training, education, marketing and design. The aim of the present study was to evaluate the effectiveness of such a serious game in the teaching of major incident triage by comparing it with traditional training methods. Pragmatic controlled trial. During Major Incident Medical Management and Support Courses, 91 learners were randomly distributed into one of two training groups: 44 participants practiced triage sieve protocol using a card-sort exercise, whilst the remaining 47 participants used a serious game. Following the training sessions, each participant undertook an evaluation exercise, whereby they were required to triage eight casualties in a simulated live exercise. Performance was assessed in terms of tagging accuracy (assigning the correct triage tag to the casualty), step accuracy (following correct procedure) and time taken to triage all casualties. Additionally, the usability of both the card-sort exercise and video game were measured using a questionnaire. Tagging accuracy by participants who underwent the serious game training was significantly higher than those who undertook the card-sort exercise [Chi2=13.126, p=0.02]. Step accuracy was also higher in the serious game group but only for the numbers of participants that followed correct procedure when triaging all eight casualties [Chi2=5.45, p=0.0196]. There was no significant difference in time to triage all casualties (card-sort=435+/-74 s vs video game=456+/-62 s, p=0.155). Serious game technologies offer the potential to enhance learning and improve subsequent performance when compared to traditional educational methods. Copyright 2010 Elsevier Ireland Ltd. All rights reserved.
CFD in the context of IHPTET - The Integrated High Performance Turbine Engine Technology Program
NASA Technical Reports Server (NTRS)
Simoneau, Robert J.; Hudson, Dale A.
1989-01-01
The Integrated High Performance Turbine Engine Technology (IHPTET) Program is an integrated DOD/NASA technology program designed to double the performance capability of today's most advanced military turbine engines as we enter the twenty-first century. Computational Fluid Dynamics (CFD) is expected to play an important role in the design/analysis of specific configurations within this complex machine. In order to do this, a plan is being developed to ensure the timely impact of CFD on IHPTET. The developing philosophy of CFD in the context of IHPTET is discussed. The key elements in the developing plan and specific examples of state-of-the-art CFD efforts which are IHPTET turbine engine relevant are discussed.
Orbit Transfer Rocket Engine Technology Program, Advanced Engine Study Task D.6
1992-02-28
l!J~iliiJl 1. Report No. 2. Government Accession No. 3 . Recipient’s Catalog No. NASA 187215 4. Title and Subtitle 5. Report Date ORBIT TRANSFER ROCKET...Engine Study, three primary subtasks were accomplished: 1) Design and Parametric Data, 2) Engine Requirement Variation Studies, and 3 ) Vehicle Study...Mixture Ratio Parametrics 18 3 . Thrust Parametrics Off-Design Mixture Ratio Scans 22 4. Expansion Area Ratio Parametrics 24 5. OTV 20 klbf Engine Off
NASA Technical Reports Server (NTRS)
1987-01-01
The UDF trademark (Unducted Fan) engine is a new aircraft engine concept based on an ungeared, counterrotating, unducted, ultra-high-bypass turbofan configuration. This engine is being developed to provide a high thrust-to-weight ratio powerplant with exceptional fuel efficiency for subsonic aircraft application. This report covers the testing of pertinent components of this engine such as the fan blades, control and actuation system, turbine blades and spools, seals, and mixer frame.
NASA Technical Reports Server (NTRS)
Giuliano, Victor J.; Leonard, Timothy G.; Lyda, Randy T.; Kim, Tony S.
2010-01-01
As one of the first technology development programs awarded by NASA under the Vision for Space Exploration, the Pratt & Whitney Rocketdyne (PWR) Deep Throttling, Common Extensible Cryogenic Engine (CECE) program was selected by NASA in November 2004 to begin technology development and demonstration toward a deep throttling, cryogenic engine supporting ongoing trade studies for NASA s Lunar Lander descent stage. The CECE program leverages the maturity and previous investment of a flight-proven hydrogen/oxygen expander cycle engine, the PWR RL10, to develop technology and demonstrate an unprecedented combination of reliability, safety, durability, throttlability, and restart capabilities in a high-energy cryogenic engine. The testbed selected for the deep throttling demonstration phases of this program was a minimally modified RL10 engine, allowing for maximum current production engine commonality and extensibility with minimum program cost. Three series of demonstrator engine tests, the first in April-May 2006, the second in March-April 2007 and the third in November-December 2008, have demonstrated up to 13:1 throttling (104% to 8% thrust range) of the hydrogen/oxygen expander cycle engine. The first two test series explored a propellant feed system instability ("chug") environment at low throttled power levels. Lessons learned from these two tests were successfully applied to the third test series, resulting in stable operation throughout the 13:1 throttling range. The first three tests have provided an early demonstration of an enabling cryogenic propulsion concept, accumulating over 5,000 seconds of hot fire time over 27 hot fire tests, and have provided invaluable system-level technology data toward design and development risk mitigation for the NASA Altair and future lander propulsion system applications. This paper describes the results obtained from the highly successful third test series as well as the test objectives and early results obtained from a fourth test series conducted over March-May 2010
Development of an EMG-ACC-Based Upper Limb Rehabilitation Training System.
Ling Liu; Xiang Chen; Zhiyuan Lu; Shuai Cao; De Wu; Xu Zhang
2017-03-01
This paper focuses on the development of an upper limb rehabilitation training system designed for use by children with cerebral palsy (CP). It attempts to meet the requirements of in-home training by taking advantage of the combination of portable accelerometers (ACC) and surface electromyography (SEMG) sensors worn on the upper limb to capture functional movements. In the proposed system, the EMG-ACC acquisition device works essentially as wireless game controller, and three rehabilitation games were designed for improving upper limb motor function under a clinician's guidance. The games were developed on the Android platform based on a physical engine called Box2D. The results of a system performance test demonstrated that the developed games can respond to the upper limb actions within 210 ms. Positive questionnaire feedbacks from twenty CP subjects who participated in the game test verified both the feasibility and usability of the system. Results of a long-term game training conducted with three CP subjects demonstrated that CP patients could improve in their game performance through repetitive training, and persistent training was needed to improve and enhance the rehabilitation effect. According to our experimental results, the novel multi-feedback SEMG-ACC-based user interface improved the users' initiative and performance in rehabilitation training.
Aligning Digital Video Technology with Game Pedagogy in Physical Education
ERIC Educational Resources Information Center
Koekoek, Jeroen; van der Mars, Hans; van der Kamp, John; Walinga, Wytse; van Hilvoorde, Ivo
2018-01-01
The rapid development of digital technology has expanded the prospects and promises for its application in physical education programs. Physical educators are becoming increasingly interested in technology but often remain inadequately equipped to effectively integrate these technological resources in their daily practice, and/or lack the…
Development and assessment of a chemistry-based computer video game as a learning tool
NASA Astrophysics Data System (ADS)
Martinez-Hernandez, Kermin Joel
The chemistry-based computer video game is a multidisciplinary collaboration between chemistry and computer graphics and technology fields developed to explore the use of video games as a possible learning tool. This innovative approach aims to integrate elements of commercial video game and authentic chemistry context environments into a learning experience through gameplay. The project consists of three areas: development, assessment, and implementation. However, the foci of this study were the development and assessment of the computer video game including possible learning outcomes and game design elements. A chemistry-based game using a mixed genre of a single player first-person game embedded with action-adventure and puzzle components was developed to determine if students' level of understanding of chemistry concepts change after gameplay intervention. Three phases have been completed to assess students' understanding of chemistry concepts prior and after gameplay intervention. Two main assessment instruments (pre/post open-ended content survey and individual semi-structured interviews) were used to assess student understanding of concepts. In addition, game design elements were evaluated for future development phases. Preliminary analyses of the interview data suggest that students were able to understand most of the chemistry challenges presented in the game and the game served as a review for previously learned concepts as well as a way to apply such previous knowledge. To guarantee a better understanding of the chemistry concepts, additions such as debriefing and feedback about the content presented in the game seem to be needed. The use of visuals in the game to represent chemical processes, game genre, and game idea appear to be the game design elements that students like the most about the current computer video game.
NASA Technical Reports Server (NTRS)
Anderson, R. D.
1985-01-01
Single-rotation propfan-powered regional transport aircraft were studied to identify key technology development issues and programs. The need for improved thrust specific fuel consumption to reduce fuel burned and aircraft direct operating cost is the dominant factor. Typical cycle trends for minimizing fuel consumption are reviewed, and two 10,000 shp class engine configurations for propfan propulsion systems for the 1990's are presented. Recommended engine configurations are both three-spool design with dual spool compressors and free power turbines. The benefits of these new propulsion system concepts were evaluated using an advanced airframe, and results are compared for single-rotation propfan and turbofan advanced technology propulsion systems. The single-rotation gearbox is compared to a similar design with current technology to establish the benefits of the advanced gearbox technology. The conceptual design of the advanced pitch change mechanism identified a high pressure hydraulic system that is superior to the other contenders and completely external to the gearboxes.
Cold Flow Propulsion Test Complex Pulse Testing
NASA Technical Reports Server (NTRS)
McDougal, Kris
2016-01-01
When the propellants in a liquid rocket engine burn, the rocket not only launches and moves in space, it causes forces that interact with the vehicle itself. When these interactions occur under specific conditions, the vehicle's structures and components can become unstable. One instability of primary concern is termed pogo (named after the movement of a pogo stick), in which the oscillations (cycling movements) cause large loads, or pressure, against the vehicle, tanks, feedlines, and engine. Marshall Space Flight Center (MSFC) has developed a unique test technology to understand and quantify the complex fluid movements and forces in a liquid rocket engine that contribute strongly to both engine and integrated vehicle performance and stability. This new test technology was established in the MSFC Cold Flow Propulsion Test Complex to allow injection and measurement of scaled propellant flows and measurement of the resulting forces at multiple locations throughout the engine.
Diesel Engine Waste Heat Recovery Utilizing Electric Turbocompound Technology
DOE Office of Scientific and Technical Information (OSTI.GOV)
Hopman, Ulrich,; Kruiswyk, Richard W.
2005-07-05
Caterpillar's Technology & Solutions Division conceived, designed, built and tested an electric turbocompound system for an on-highway heavy-duty truck engine. The heart of the system is a unique turbochargerr with an electric motor/generator mounted on the shaft between turbine and compressor wheels. When the power produced by the turbocharger turbine exceeds the power of the compressor, the excess power is converted to electrical power by the generator on the turbo shaft; that power is then used to help turn the crankshaft via an electric motor mounted in the engine flywheel housing. The net result is an improvement in engine fuelmore » economy. The electric turbocompound system provides added control flexibility because it is capable of varying the amount of power extracted from the exhaust gases, thus allowing for control of engine boost. The system configuration and design, turbocharger features, control system development, and test results are presented.« less
Shuttle Engine Designs Revolutionize Solar Power
NASA Technical Reports Server (NTRS)
2014-01-01
The Space Shuttle Main Engine was built under contract to Marshall Space Flight Center by Rocketdyne, now part of Pratt & Whitney Rocketdyne (PWR). PWR applied its NASA experience to solar power technology and licensed the technology to Santa Monica, California-based SolarReserve. The company now develops concentrating solar power projects, including a plant in Nevada that has created 4,300 jobs during construction.
Sensor failure detection for jet engines
NASA Technical Reports Server (NTRS)
Merrill, Walter C.
1988-01-01
The use of analytical redundancy to improve gas turbine engine control system reliability through sensor failure detection, isolation, and accommodation is surveyed. Both the theoretical and application papers that form the technology base of turbine engine analytical redundancy research are discussed. Also, several important application efforts are reviewed. An assessment of the state-of-the-art in analytical redundancy technology is given.
Space Transportation Booster Engine (STBE) configuration study
NASA Technical Reports Server (NTRS)
1986-01-01
The overall objective of this Space Transportation Booster Engine (STBE) study is to identify candidate engine configurations which enhance vehicle performance and provide operational flexibility at low cost. The specific objectives are as follows: (1) to identify and evaluate candidate LOX/HC engine configurations for the Advanced Space Transportation System for an early 1995 IOC and a late 2000 IOC; (2) to select one optimum engine for each time period; 3) to prepare a conceptual design for each configuration; (4) to develop a technology plan for the 2000 IOC engine; and, (5) to prepare preliminary programmatic planning and analysis for the 1995 IOC engine.
NASA Astrophysics Data System (ADS)
Maraffi, S.
2016-12-01
Context/PurposeWe experienced a new teaching and learning technology: a Computer Class Role Playing Game (RPG) to perform educational activity in classrooms through an interactive game. This approach is new, there are some experiences on educational games, but mainly individual and not class-based. Gaming all together in a class, with a single scope for the whole class, it enhances peer collaboration, cooperative problem solving and friendship. MethodsTo perform the research we experimented the games in several classes of different degrees, acquiring specific questionnaire by teachers and pupils. Results Experimental results were outstanding: RPG, our interactive activity, exceed by 50% the overall satisfaction compared to traditional lessons or Power Point supported teaching. InterpretationThe appreciation of RPG was in agreement with the class level outcome identified by the teacher after the experimentation. Our work experience get excellent feedbacks by teachers, in terms of efficacy of this new teaching methodology and of achieved results. Using new methodology more close to the student point of view improves the innovation and creative capacities of learners, and it support the new role of teacher as learners' "coach". ConclusionThis paper presents the first experimental results on the application of this new technology based on a Computer game which project on a wall in the class an adventure lived by the students. The plots of the actual adventures are designed for deeper learning of Science, Technology, Engineering, Mathematics (STEM) and Social Sciences & Humanities (SSH). The participation of the pupils it's based on the interaction with the game by the use of their own tablets or smartphones. The game is based on a mixed reality learning environment, giving the students the feel "to be IN the adventure".
A game based virtual campus tour
NASA Astrophysics Data System (ADS)
Razia Sulthana, A.; Arokiaraj Jovith, A.; Saveetha, D.; Jaithunbi, A. K.
2018-04-01
The aim of the application is to create a virtual reality game, whose purpose is to showcase the facilities of SRM University, while doing so in an entertaining manner. The virtual prototype of the institution is deployed in a game engine which eases the students to look over the infrastructure, thereby reducing the resources utilization. Time and money are the resources in concern today. The virtual campus application assists the end user even from a remote location. The virtual world simulates the exact location and hence the effect is created. Thus, it virtually transports the user to the university, with the help of a VR Headset. This is a dynamic application wherein the user can move in any direction. The VR headset provides an interface to get gyro input and this is used to start and stop the movement. Virtual Campus is size efficient and occupies minimal space. It is scalable against mobile gadgets. This gaming application helps the end user to explore the campus, while having fun too. It is a user friendly application that supports users worldwide.
Air Force Officers Visit Aircraft Engine Research Laboratory
1945-08-21
A group of 60 Army Air Forces officers visited the National Advisory Committee for Aeronautics (NACA) Aircraft Engine Research Laboratory on August 27, 1945. The laboratory enacted strict security regulations throughout World War II. During the final months of the war, however, the NACA began opening its doors to groups of writers, servicemen, and aviation industry leaders. These events were the first exposure of the new engine laboratory to the outside world. Grandstands were built alongside the Altitude Wind Tunnel specifically for group photographs. George Lewis, Raymond Sharp, and Addison Rothrock (right to left) addressed this group of officers in the Administration Building auditorium. Lewis was the NACA’s Director of Aeronautical Research, Sharp was the lab’s manager, and Rothrock was the lab’s chief of research. Abe Silverstein, Jesse Hall and others watch from the rear of the room. The group toured several facilities after the talks, including the Altitude Wind Tunnel and a new small supersonic wind tunnel. The visit concluded with a NACA versus Army baseball game and cookout.
Accelerating Imitation Learning in Relational Domains via Transfer by Initialization
2013-08-28
Warcraft , regulation of traffic lights, logistics, and a variety of planning domains. A supervised learning method for imitation learning was recently...some information about the world (traffic density at a signal, distance to the goal etc.). We assume a functional parametrization over the policy and...strategy (RTS) game engine written in C based off the Warcraft series of games. Like all RTS games, it allows multiple agents to be controlled
Foldit Standalone: a video game-derived protein structure manipulation interface using Rosetta.
Kleffner, Robert; Flatten, Jeff; Leaver-Fay, Andrew; Baker, David; Siegel, Justin B; Khatib, Firas; Cooper, Seth
2017-09-01
Foldit Standalone is an interactive graphical interface to the Rosetta molecular modeling package. In contrast to most command-line or batch interactions with Rosetta, Foldit Standalone is designed to allow easy, real-time, direct manipulation of protein structures, while also giving access to the extensive power of Rosetta computations. Derived from the user interface of the scientific discovery game Foldit (itself based on Rosetta), Foldit Standalone has added more advanced features and removed the competitive game elements. Foldit Standalone was built from the ground up with a custom rendering and event engine, configurable visualizations and interactions driven by Rosetta. Foldit Standalone contains, among other features: electron density and contact map visualizations, multiple sequence alignment tools for template-based modeling, rigid body transformation controls, RosettaScripts support and an embedded Lua interpreter. Foldit Standalone is available for download at https://fold.it/standalone , under the Rosetta license, which is free for academic and non-profit users. It is implemented in cross-platform C ++ and binary executables are available for Windows, macOS and Linux. scooper@ccs.neu.edu. © The Author(s) 2017. Published by Oxford University Press.
Foldit Standalone: a video game-derived protein structure manipulation interface using Rosetta
Kleffner, Robert; Flatten, Jeff; Leaver-Fay, Andrew; Baker, David; Siegel, Justin B.; Khatib, Firas; Cooper, Seth
2017-01-01
Abstract Summary: Foldit Standalone is an interactive graphical interface to the Rosetta molecular modeling package. In contrast to most command-line or batch interactions with Rosetta, Foldit Standalone is designed to allow easy, real-time, direct manipulation of protein structures, while also giving access to the extensive power of Rosetta computations. Derived from the user interface of the scientific discovery game Foldit (itself based on Rosetta), Foldit Standalone has added more advanced features and removed the competitive game elements. Foldit Standalone was built from the ground up with a custom rendering and event engine, configurable visualizations and interactions driven by Rosetta. Foldit Standalone contains, among other features: electron density and contact map visualizations, multiple sequence alignment tools for template-based modeling, rigid body transformation controls, RosettaScripts support and an embedded Lua interpreter. Availability and Implementation: Foldit Standalone is available for download at https://fold.it/standalone, under the Rosetta license, which is free for academic and non-profit users. It is implemented in cross-platform C ++ and binary executables are available for Windows, macOS and Linux. Contact: scooper@ccs.neu.edu PMID:28481970
NASA Astrophysics Data System (ADS)
Shipman, J. S.; Anderson, J. W.
2017-12-01
An ideal tool for ecologists and land managers to investigate the impacts of both projected environmental changes and policy alternatives is the creation of immersive, interactive, virtual landscapes. As a new frontier in visualizing and understanding geospatial data, virtual landscapes require a new toolbox for data visualization that includes traditional GIS tools and uncommon tools such as the Unity3d game engine. Game engines provide capabilities to not only explore data but to build and interact with dynamic models collaboratively. These virtual worlds can be used to display and illustrate data that is often more understandable and plausible to both stakeholders and policy makers than is achieved using traditional maps.Within this context we will present funded research that has been developed utilizing virtual landscapes for geographic visualization and decision support among varied stakeholders. We will highlight the challenges and lessons learned when developing interactive virtual environments that require large multidisciplinary team efforts with varied competences. The results will emphasize the importance of visualization and interactive virtual environments and the link with emerging research disciplines within Visual Analytics.
Turbofan Engine Technology Evaluation System, User’s Guide.
1984-04-01
MOL I GROUP I SUL O. Gas Turbine Engine Parametric Computer Program 2105 2101 2103I Simulation Design & off design Turbofan Engine LComputer...show the high pressure turbine and the two cooling air ducts highlighted in the engine drawing. H$ANGE UALUE (S) HIGH PRESSURE TURBINE COOLING VANE ...ducted off to be used for high and low pressure vane and rotor cooling in the turbines before it enters the burner section of the engine at station 31
Orbital transfer rocket engine technology 7.5K-LB thrust rocket engine preliminary design
NASA Technical Reports Server (NTRS)
Harmon, T. J.; Roschak, E.
1993-01-01
A preliminary design of an advanced LOX/LH2 expander cycle rocket engine producing 7,500 lbf thrust for Orbital Transfer vehicle missions was completed. Engine system, component and turbomachinery analysis at both on design and off design conditions were completed. The preliminary design analysis results showed engine requirements and performance goals were met. Computer models are described and model outputs are presented. Engine system assembly layouts, component layouts and valve and control system analysis are presented. Major design technologies were identified and remaining issues and concerns were listed.
NASA Stennis Space Center Test Technology Branch Activities
NASA Technical Reports Server (NTRS)
Solano, Wanda M.
2000-01-01
This paper provides a short history of NASA Stennis Space Center's Test Technology Laboratory and briefly describes the variety of engine test technology activities and developmental project initiatives. Theoretical rocket exhaust plume modeling, acoustic monitoring and analysis, hand held fire imaging, heat flux radiometry, thermal imaging and exhaust plume spectroscopy are all examples of current and past test activities that are briefly described. In addition, recent efforts and visions focused on accomodating second, third, and fourth generation flight vehicle engine test requirements are discussed.
The Need and Challenges for Distributed Engine Control
NASA Technical Reports Server (NTRS)
Culley, Dennis E.
2013-01-01
The presentation describes the challenges facing the turbine engine control system. These challenges are primarily driven by a dependence on commercial electronics and an increasingly severe environment on board the turbine engine. The need for distributed control is driven by the need to overcome these system constraints and develop a new growth path for control technology and, as a result, improved turbine engine performance.
High frequency data acquisition system for space shuttle main engine testing
NASA Technical Reports Server (NTRS)
Lewallen, Pat
1987-01-01
The high frequency data acquisition system developed for the Space Shuttle Main Engine (SSME) single engine test facility at the National Space Technology Laboratories is discussed. The real time system will provide engineering data for a complete set of SSME instrumentation (approx. 100 measurements) within 4 hours following engine cutoff, a decrease of over 48 hours from the previous analog tape based system.
BIM Based Virtual Environment for Fire Emergency Evacuation
Rezgui, Yacine; Ong, Hoang N.
2014-01-01
Recent building emergency management research has highlighted the need for the effective utilization of dynamically changing building information. BIM (building information modelling) can play a significant role in this process due to its comprehensive and standardized data format and integrated process. This paper introduces a BIM based virtual environment supported by virtual reality (VR) and a serious game engine to address several key issues for building emergency management, for example, timely two-way information updating and better emergency awareness training. The focus of this paper lies on how to utilize BIM as a comprehensive building information provider to work with virtual reality technologies to build an adaptable immersive serious game environment to provide real-time fire evacuation guidance. The innovation lies on the seamless integration between BIM and a serious game based virtual reality (VR) environment aiming at practical problem solving by leveraging state-of-the-art computing technologies. The system has been tested for its robustness and functionality against the development requirements, and the results showed promising potential to support more effective emergency management. PMID:25197704
Ceramic applications in turbine engines
NASA Technical Reports Server (NTRS)
Helms, H. E.; Heitman, P. W.; Lindgren, L. C.; Thrasher, S. R.
1984-01-01
The application of ceramic components to demonstrate improved cycle efficiency by raising the operating temperature of the existing Allison IGI 404 vehicular gas turbine engine is discussed. This effort was called the Ceramic Applications in Turbine Engines (CATE) program and has successfully demonstrated ceramic components. Among these components are two design configurations featuring stationary and rotating caramic components in the IGT 404 engine. A complete discussion of all phases of the program, design, materials development, fabrication of ceramic components, and testing-including rig, engine, and vehicle demonstation test are presented. During the CATE program, a ceramic technology base was established that is now being applied to automotive and other gas turbine engine programs. This technology base is outlined and also provides a description of the CATE program accomplishments.
NASA Technical Reports Server (NTRS)
Snyder, Christopher A.
2014-01-01
A Large Civil Tiltrotor (LCTR) conceptual design was developed as part of the NASA Heavy Lift Rotorcraft Systems Investigation in order to establish a consistent basis for evaluating the benefits of advanced technology for large tiltrotors. The concept has since evolved into the second-generation LCTR2, designed to carry 90 passengers for 1,000 nautical miles at 300 knots, with vertical takeoff and landing capability. This paper explores gas turbine component performance and cycle parameters to quantify performance gains possible for additional improvements in component and material performance beyond those identified in previous LCTR2 propulsion studies and to identify additional research areas. The vehicle-level characteristics from this advanced technology generation 2 propulsion architecture will help set performance levels as additional propulsion and power systems are conceived to meet ever-increasing requirements for mobility and comfort, while reducing energy use, cost, noise and emissions. The Large Civil Tiltrotor vehicle and mission will be discussed as a starting point for this effort. A few, relevant engine and component technology studies, including previous LCTR2 engine study results will be summarized to help orient the reader on gas turbine engine architecture, performance and limitations. Study assumptions and methodology used to explore engine design and performance, as well as assess vehicle sizing and mission performance will then be discussed. Individual performance for present and advanced engines, as well as engine performance effects on overall vehicle size and mission fuel usage, will be given. All results will be summarized to facilitate understanding the importance and interaction of various component and system performance on overall vehicle characteristics.
Development of a Thermoacoustic Stirling Engine Technology Demonstrator
NASA Astrophysics Data System (ADS)
Reissner, Alexander; Gerger, Joachim; Hummel, Stefan; Reißig, Jannis; Pawelke, Roland
2014-08-01
Waste heat is a primary source of energy loss in many aerospace and terrestrial applications. FOTEC, an Austrian Research Company located in Wiener Neustadt, is presently developing a micro power converter, promising high efficiencies even for small- scale applications. The converter is based on an innovative thermoacoustic stirling engine concept without any moving parts. Such a maintenance-free engine system would be particularly suitable for advanced space power systems (radioisotope, waste heat) or even within the scope of terrestrial energy harvesting. This paper will summarizes the status of our ongoing efforts on this micro power converter technology.
NASA Technical Reports Server (NTRS)
Cook, J.; Dumbacher, D.; Ise, M.; Singer, C.
1990-01-01
A modified space shuttle main engine (SSME), which primarily includes an enlarged throat main combustion chamber with the acoustic cavities removed and a main injector with the stability control baffles removed, was tested. This one-of-a-kind engine's design changes are being evaluated for potential incorporation in the shuttle flight program in the mid-1990's. Engine testing was initiated on September 15, 1988 and has accumulated 1,915 seconds and 19 starts. Testing is being conducted to characterize the engine system performance, combustion stability with the baffle-less injector, and both low pressure oxidizer turbopump (LPOTP) and high pressure oxidizer turbopump (HPOTP) for suction performance. These test results are summarized and compared with the SSME flight configuration data base. Testing of this new generation SSME is the first product from the technology test bed (TTB). Figure test plans for the TTB include the highly instrumented flight configuration SSME and advanced liquid propulsion technology items.
ERIC Educational Resources Information Center
Dickey, Michele D.
2010-01-01
With the rising popularity of digital games, a growing number of universities are developing programmes in various areas of digital design and interactive media to meet the needs for game-related courses. Faculty of this emerging field are grappling with the complexity of developing curricula which integrate art, design and technology and of…
The Benefits of a Challenge: Student Motivation and Flow Experience in Tablet-PC-Game-Based Learning
ERIC Educational Resources Information Center
Hung, Cheng-Yu; Sun, Jerry Chih-Yuan; Yu, Pao-Ta
2015-01-01
Advances in technology have led to continuous innovation in teaching and learning methods. For instance, the use of tablet PCs (TPCs) in classroom instruction has been shown to be effective in attracting and motivating students' interest and increasing their desire to participate in learning activities. In this paper, we used a TPCs game--an iPad…
2002-03-11
Engineers at the Marshall Space Flight Center (MSFC) have begun a series of engine tests on a new breed of space propulsion: a Reaction Control Engine developed for the Space Launch Initiative (SLI). The engine, developed by TRW Space and Electronics of Redondo Beach, California, is an auxiliary propulsion engine designed to maneuver vehicles in orbit. It is used for docking, reentry, attitude control, and fine-pointing while the vehicle is in orbit. The engine uses nontoxic chemicals as propellants, a feature that creates a safer environment for ground operators, lowers cost, and increases efficiency with less maintenance and quicker turnaround time between missions. Testing includes 30 hot-firings. This photograph shows the first engine test performed at MSFC that includes SLI technology. Another unique feature of the Reaction Control Engine is that it operates at dual thrust modes, combining two engine functions into one engine. The engine operates at both 25 and 1,000 pounds of force, reducing overall propulsion weight and allowing vehicles to easily maneuver in space. The low-level thrust of 25 pounds of force allows the vehicle to fine-point maneuver and dock while the high-level thrust of 1,000 pounds of force is used for reentry, orbit transfer, and coarse positioning. SLI is a NASA-wide research and development program, managed by the MSFC, designed to improve safety, reliability, and cost effectiveness of space travel for second generation reusable launch vehicles.
Orbit Transfer Rocket Engine Technology - 7.5K-LB Thrust Rocket Engine Preliminary Design
1993-10-15
AND SPACE ADMINISTRATION October, 1993 r W NASA-Lewis Research Center Cleveland, Ohio 44135 94-08572 Contract Nc. NAS3-23773 Task B.7 and D.5 4I3’OA4 3 ...APPROACH 1 4.0 SUMMARY OF ACCOMPLISHMENTS 2 5.0 TECHNICAL DISCUSSIONS 3 6.0 PROGRAM WORK PLAN 5 6.1 Engine Analysis 5 6.2 Component Analysis 15 6.2.1...FIGURES Page Figure 1 Advanced Engine Studv Logic Diagram 4 Figure 2 Design Point Engine Pertormance at Full Thrust & MR = 6.0 7 Figure 3 Off-Design
Advanced Turbine Technology Applications Project (ATTAP) 1993 annual report
NASA Technical Reports Server (NTRS)
1994-01-01
This report summarizes work performed by AlliedSignal Engines, a unit of AlliedSignal Aerospace Company, during calendar year 1993, toward development and demonstration of structural ceramic technology for automotive gas turbine engines. This work was performed for the U.S. Department of Energy (DOE) under National Aeronautics and Space Administration (NASA) Contract DEN3-335, Advanced Turbine Technology Applications Project (ATFAP). During 1993, the test bed used to demonstrate ceramic technology was changed from the AlliedSignal Engines/Garrett Model AGT101 regenerated gas turbine engine to the Model 331-200(CT) engine. The 331-200(CT) ceramic demonstrator is a fully-developed test platform based on the existing production AlliedSignal 331-200(ER) gas turbine auxiliary power unit (APU), and is well suited to evaluating ceramic turbine blades and nozzles. In addition, commonality of the 331-200(CT) engine with existing gas turbine APU's in commercial service provides the potential for field testing of ceramic components. The 1993 ATTAP activities emphasized design modifications of the 331-200 engine test bed to accommodate ceramic first-stage turbine nozzles and blades, fabrication of the ceramic components, ceramic component proof and rig tests, operational tests of the test bed equipped with the ceramic components, and refinement of critical ceramic design technologies.
Transonic Fan/Compressor Rotor Design Study. Volume 4
1982-02-01
amd Identify by block number) Fan Aircraft Engines Compressor Blade Thickness Rotor Camber Distribution Aerodesign Throat Margin Aerodynamics 20...COMPRESSOR ROTOR DESIGN STUDY Volume IV D.E. Parker and M.R. Simonson General Electric Company Aircraft Engine Business Group Advanced Technology...Compressor Research Group Chief, Technology Branch FOR THE COMMANDER H. IVAN BUS Director, Turbine Engine Division If your address has changed, if you
ERIC Educational Resources Information Center
Repenning, Alexander; Webb, David C.; Koh, Kyu Han; Nickerson, Hilarie; Miller, Susan B.; Brand, Catharine; Her Many Horses, Ian; Basawapatna, Ashok; Gluck, Fred; Grover, Ryan; Gutierrez, Kris; Repenning, Nadia
2015-01-01
An educated citizenry that participates in and contributes to science technology engineering and mathematics innovation in the 21st century will require broad literacy and skills in computer science (CS). School systems will need to give increased attention to opportunities for students to engage in computational thinking and ways to promote a…
A Trust Based Framework for Information Sharing Behavior in Command and Control Environments
2013-06-01
organizations under certain environmental contexts using the ELICIT multiplayer intelligence game . Like other existing work dealing with com- parative... multiplayer intelligence game ,” in Proc. 12th Int?l Command and Control Research and Technology Symposium, 2007. ...dictated by a combination of personality traits, organizational rules and the need to achieve mission objectives. For example, cooperation games often show
ERIC Educational Resources Information Center
O'Rourke, John; Main, Susan; Hill, Susan M.
2017-01-01
In this paper we report on a study of the implementation of handheld game consoles (HGCs) in 10 Year four/five classrooms to develop student automaticity of mathematical calculations. The automaticity of mathematical calculations was compared for those students using the HGC and those being taught using traditional teaching methods. Over a school…
Space Launch Initiative (SLI) Engine Test
NASA Technical Reports Server (NTRS)
2002-01-01
NASA's Marshall Space Flight Center (MSFC) in Huntsville, Alabama, has begun a series of engine tests on the Reaction Control Engine developed by TRW Space and Electronics for NASA's Space Launch Initiative (SLI). SLI is a technology development effort aimed at improving the safety, reliability, and cost effectiveness of space travel for reusable launch vehicles. The engine in this photo, the first engine tested at MSFC that includes SLI technology, was tested for two seconds at a chamber pressure of 185 pounds per square inch absolute (psia). Propellants used were liquid oxygen as an oxidizer and liquid hydrogen as fuel. Designed to maneuver vehicles in orbit, the engine is used as an auxiliary propulsion system for docking, reentry, fine-pointing, and orbit transfer while the vehicle is in orbit. The Reaction Control Engine has two unique features. It uses nontoxic chemicals as propellants, which creates a safer environment with less maintenance and quicker turnaround time between missions, and it operates in dual thrust modes, combining two engine functions into one engine. The engine operates at both 25 and 1,000 pounds of force, reducing overall propulsion weight and allowing vehicles to easily maneuver in space. The force of low level thrust allows the vehicle to fine-point maneuver and dock, while the force of the high level thrust is used for reentry, orbital transfer, and course positioning.
General Aviation Interior Noise. Part 1; Source/Path Identification
NASA Technical Reports Server (NTRS)
Unruh, James F.; Till, Paul D.; Palumbo, Daniel L. (Technical Monitor)
2002-01-01
There were two primary objectives of the research effort reported herein. The first objective was to identify and evaluate noise source/path identification technology applicable to single engine propeller driven aircraft that can be used to identify interior noise sources originating from structure-borne engine/propeller vibration, airborne propeller transmission, airborne engine exhaust noise, and engine case radiation. The approach taken to identify the contributions of each of these possible sources was first to conduct a Principal Component Analysis (PCA) of an in-flight noise and vibration database acquired on a Cessna Model 182E aircraft. The second objective was to develop and evaluate advanced technology for noise source ranking of interior panel groups such as the aircraft windshield, instrument panel, firewall, and door/window panels within the cabin of a single engine propeller driven aircraft. The technology employed was that of Acoustic Holography (AH). AH was applied to the test aircraft by acquiring a series of in-flight microphone array measurements within the aircraft cabin and correlating the measurements via PCA. The source contributions of the various panel groups leading to the array measurements were then synthesized by solving the inverse problem using the boundary element model.
Pollution reduction technology program for class T4(JT8D) engines
NASA Technical Reports Server (NTRS)
Roberts, R.; Fiorentino, A. J.; Diehl, L. A.
1977-01-01
The technology required to develop commercial gas turbine engines with reduced exhaust emissions was demonstrated. Can-annular combustor systems for the JT8D engine family (EPA class T4) were investigated. The JT8D turbofan engine is an axial-flow, dual-spool, moderate-bypass-ratio design. It has a two-stage fan, a four-stage low-pressure compressor driven by a three-stage low-pressure turbine, and a seven-stage high-pressure compressor driven by a single-stage high-pressure turbine. A cross section of the JT8D-17 showing the mechanical configuration is given. Key specifications for this engine are listed.
Prosperity Games prototyping with the American Electronics Association, March 8--9, 1994
DOE Office of Scientific and Technical Information (OSTI.GOV)
Berman, M.; VanDevender, J.P.
1994-08-01
Prosperity Games are an outgrowth and adaptation of move/countermove and seminar War Games. Prosperity Games are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education and research. These issues can be examined from a variety of perspectives ranging from a global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions in specific industries. All Prosperity Games are unique in that both the game format and the player contributions vary from game to game. This report documents the Prosperity Game conducted under the sponsorship of the American Electronics Association in conjunction withmore » the Electronics Subcommittee of the Civilian Industrial Technology Committee of the National Science and Technology Council. Players were drawn from government, national laboratories, and universities, as well as from the electronics industry. The game explored policy changes that could enhance US competitiveness in the manufacturing of consumer electronics. Two teams simulated a presidentially appointed commission comprised of high-level representatives from government, industry, universities and national laboratories. A single team represented the foreign equivalent of this commission, formed to develop counter strategies for any changes in US policies. The deliberations and recommendations of these teams provide valuable insights as to the views of this diverse group of decision makers concerning policy changes, foreign competition, and the development, delivery and commercialization of new technologies.« less
NASA Astrophysics Data System (ADS)
Harteveld, Casper
Designing a game with a serious purpose involves considering the worlds of Reality and Meaning yet it is undeniably impossible to create a game without a third world, one that is specifically concerned with what makes a game a game: the play elements. This third world, the world of people like designers and artists, and disciplines as computer science and game design, I call the world of Play and this level is devoted to it. The level starts off with some of the misperceptions people have of play. Unlike some may think, we play all the time, even when we grow old—this was also very noticeable in designing the game Levee Patroller as the team exhibited very playful behavior at many occasions. From there, I go into the aspects that characterize this world. The first concerns the goal of the game. This relates to the objectives people have to achieve within the game. This is constituted by the second aspect: the gameplay. Taking actions and facing challenges is subsequently constituted by a gameworld, which concerns the third aspect. And all of it is not possible without the fourth and final aspect, the type of technology that creates and facilitates the game. The four aspects together make up a “game concept” and from this world such a concept can be judged on the basis of three closely interrelated criteria: engagement, immersion, and fun.
NASA Technical Reports Server (NTRS)
Das, Digendra K.
1991-01-01
The objective of this project was to review the latest literature relevant to the Space Transportation Main Engine (STME). The search was focused on the following engine components: (1) gas generator; (2) hydrostatic/fluid bearings; (3) seals/clearances; (4) heat exchanges; (5) nozzles; (6) nozzle/main combustion chamber joint; (7) main injector face plate; and (8) rocket engine.
NASA Technical Reports Server (NTRS)
Borowski, S. K.; Sefcik, R. J.; Fittje, J. E.; McCurdy, D. R.; Qualls, A. L.; Schnitzler, B. G; Werner, J.; Weitzberg, A.; Joyner, C. R.
2015-01-01
In FY'11, Nuclear Thermal Propulsion (NTP) was identified as a key propulsion option under the Advanced In-Space Propulsion (AISP) component of NASA's Exploration Technology Development and Demonstration (ETDD) program A strategy was outlined by GRC and NASA HQ that included 2 key elements -"Foundational Technology Development" followed by specific "Technology Demonstration" projects. The "Technology Demonstration "element proposed ground technology demonstration (GTD) testing in the early 2020's, followed by a flight technology demonstration (FTD) mission by approx. 2025. In order to reduce development costs, the demonstration projects would focus on developing a small, low thrust (approx. 7.5 -16.5 klb(f)) engine that utilizes a "common" fuel element design scalable to the higher thrust (approx. 25 klb(f)) engines used in NASA's Mars DRA 5.0 study(NASA-SP-2009-566). Besides reducing development costs and allowing utilization of existing, flight proven engine hard-ware (e.g., hydrogen pumps and nozzles), small, lower thrust ground and flight demonstration engines can validate the technology and offer improved capability -increased payloads and decreased transit times -valued for robotic science missions identified in NASA's Decadal Study.
ERIC Educational Resources Information Center
Thomas, Michael K.; Ge, Xun; Greene, Barbara A.
2011-01-01
This study used technology-rich ethnography (TRE) to examine the use of game development in a high school computer programming class for the development of 21st century skills. High school students created games for elementary school students while obtaining formative feedback from their younger clients. Our experience suggests that in the…
ERIC Educational Resources Information Center
Rursch, Julie A.; Luse, Andy; Jacobson, Doug
2010-01-01
The IT-Adventures program is dedicated to increasing interest in and awareness of information technology among high school students using inquiry-based learning focused on three content areas: cyber defense, game design programming, and robotics. The program combines secondary, post-secondary, and industry partnerships in educational programming,…
Use of a Technology-Enhanced Version of the Good Behavior Game in an Elementary School Setting
ERIC Educational Resources Information Center
Lynne, Shauna; Radley, Keith C.; Dart, Evan H.; Tingstrom, Daniel H.; Barry, Christopher T.; Lum, John D. K.
2017-01-01
The purpose of this study was to investigate the effectiveness of a variation of the Good Behavior Game (GBG) in which teachers used ClassDojo to manage each team's progress. ClassDojo is a computer-based program that enables teachers to award students with points for demonstrating target behaviors. Dependent variables included class-wide…
Advancing Globally Integrated Logistics Effort 2017 Wargame Report
2017-09-01
September 2017 Dr. M. Webster Ewell, Jr. Director, Integration and Gaming Team Advanced Technology and Systems Analysis REPORT...release: distribution unlimited. 13. SUPPLEMENTARY NOTES 14. ABSTRACT This report describes the execution and analysis of a logistics game created for...the Joint Staff J-4, Directorate for Logistics. The game , Advancing Globally Integrated Logistics Effort 2017 (AGILE 17), centered on developing a
NASA Technical Reports Server (NTRS)
1979-01-01
The performance test results of the final under-the-wing engine configuration are presented. One hundred and six hours of engine operation were completed, including mechanical and performance checkout, baseline acoustic testing with a bellmouth inlet, reverse thrust testing, acoustic technology tests, and limited controls testing. The engine includes a variable pitch fan having advanced composite fan blades and using a ball-spline pitch actuation system.
Engine Validation of Noise and Emission Reduction Technology Phase I
NASA Technical Reports Server (NTRS)
Weir, Don (Editor)
2008-01-01
This final report has been prepared by Honeywell Aerospace, Phoenix, Arizona, a unit of Honeywell International, Inc., documenting work performed during the period December 2004 through August 2007 for the NASA Glenn Research Center, Cleveland, Ohio, under the Revolutionary Aero-Space Engine Research (RASER) Program, Contract No. NAS3-01136, Task Order 8, Engine Validation of Noise and Emission Reduction Technology Phase I. The NASA Task Manager was Dr. Joe Grady of the NASA Glenn Research Center. The NASA Contract Officer was Mr. Albert Spence of the NASA Glenn Research Center. This report is for a test program in which NASA funded engine validations of integrated technologies that reduce aircraft engine noise. These technologies address the reduction of engine fan and jet noise, and noise associated with propulsion/airframe integration. The results of these tests will be used by NASA to identify the engineering tradeoffs associated with the technologies that are needed to enable advanced engine systems to meet stringent goals for the reduction of noise. The objectives of this program are to (1) conduct system engineering and integration efforts to define the engine test-bed configuration; (2) develop selected noise reduction technologies to a technical maturity sufficient to enable engine testing and validation of those technologies in the FY06-07 time frame; (3) conduct engine tests designed to gain insight into the sources, mechanisms and characteristics of noise in the engines; and (4) establish baseline engine noise measurements for subsequent use in the evaluation of noise reduction.
Advanced Turbine Technology Applications Project (ATTAP)
NASA Technical Reports Server (NTRS)
1990-01-01
Advanced Turbine Technology Application Project (ATTAP) activities during the past year were highlighted by test-bed engine design and development activities; ceramic component design; materials and component characterization; ceramic component process development and fabrication; component rig testing; and test-bed engine fabrication and testing. Although substantial technical challenges remain, all areas exhibited progress. Test-bed engine design and development activity included engine mechanical design, power turbine flow-path design and mechanical layout, and engine system integration aimed at upgrading the AGT-5 from a 1038 C metal engine to a durable 1371 C structural ceramic component test-bed engine. ATTAP-defined ceramic and associated ceramic/metal component design activities include: the ceramic combustor body, the ceramic gasifier turbine static structure, the ceramic gasifier turbine rotor, the ceramic/metal power turbine static structure, and the ceramic power turbine rotors. The materials and component characterization efforts included the testing and evaluation of several candidate ceramic materials and components being developed for use in the ATTAP. Ceramic component process development and fabrication activities are being conducted for the gasifier turbine rotor, gasifier turbine vanes, gasifier turbine scroll, extruded regenerator disks, and thermal insulation. Component rig testing activities include the development of the necessary test procedures and conduction of rig testing of the ceramic components and assemblies. Four-hundred hours of hot gasifier rig test time were accumulated with turbine inlet temperatures exceeding 1204 C at 100 percent design gasifier speed. A total of 348.6 test hours were achieved on a single ceramic rotor without failure and a second ceramic rotor was retired in engine-ready condition at 364.9 test hours. Test-bed engine fabrication, testing, and development supported improvements in ceramic component technology that will permit the achievement of program performance and durability goals. The designated durability engine accumulated 359.3 hour of test time, 226.9 of which were on the General Motors gas turbine durability schedule.
Playing quantum games by a scheme with pre- and post-selection
NASA Astrophysics Data System (ADS)
Weng, Guo-Fu; Yu, Yang
2016-01-01
We propose a scheme to play quantum games by assuming that the two players interact with each other. Thus, by pre-selection, two players can choose their initial states, and some dilemma in classical game may be removed by post-selection, which is particularly useful for the cooperative games. We apply the proposal to both of BoS and Prisoners' dilemma games in cooperative situations. The examples show that the proposal would guarantee a remarkably binding agreement between two parties. Any deviation during the game will be detected, and the game may be abnegated. By illuminating the examples, we find that the initial state in the cooperative game does not destroy process to get preferable payoffs by pre- and post-selections, which is not true in other schemes for implementing the quantum game. We point out that one player can use the scheme to detect his opponent's choices if he is advantageous in information theory and technology.
Transonic Fan/Compressor Rotor Design Study. Volume 2
1982-02-01
Identity by block number) Fan Aircraft Engines Compressor Blade Thickness Rotor Camber Distribution Aerodesign Throat Margin Aerodynamics 20. 1ABSRACT...COMPRESSOR ROTOR DESIGN STUDY Volume II D.E. Parker and M.R. Simonson General Electric Company / Aircraft Engine Business Group Advanced Technology...Research Group Chief, Technology Branch FOR THE COMMANDER H. IVAN BUSH Director, Turbine Engine Division . If your address has changed, if you wish to be
Bruggers, Carol S; Baranowski, Sabrina; Beseris, Mathew; Leonard, Rachel; Long, Derek; Schulte, Elizabeth; Shorter, Ashton; Stigner, Rowan; Mason, Clinton C; Bedrov, Alisa; Pascual, Ian; Bulaj, Grzegorz
2018-01-01
Medical advances continue to improve morbidity and mortality of serious pediatric diseases, including cancer, driving research addressing diminished physical and psychological quality of life in children with these chronic conditions. Empowerment enhances resilience and positively influences health, disease, and therapy understanding. We describe the development and usability assessment of a prototype Empower Stars! mobile video game grounded in behavioral and exercise theories with the purpose of coupling physical exercise with empowerment over disease in children with cancer. Academic faculty, health-care providers, and community video game developers collaborated in this project. The iPadAir was selected as a delivery platform for its accelerometer and gyroscope features facilitating exercise design. Unity multiplatform technology provided animation and audiovisual features for immediate player feedback. Javascript, C#, Photoshop, Flash, and SketchUp were used for coding, creating graphical assets, Sprite sheets, and printing files, respectively. 3D-printed handles and case backing were used to adapt the iPad for physical exercise. Game usability, engagement, and enjoyment were assessed via a multilevel study of children undergoing cancer chemotherapy, their parents, and pediatric cancer health-care providers. Feedback crucial for ongoing game development was analyzed. A prototype Empower Stars! mobile video game was developed for children 7-14 years old with cancer. Active, sedentary, educational, and empowerment-centered elements intermix for 20 min of exercise within a 30 min "one-day treatment" gameplay session involving superheroes, space exploration, metaphorical cancer challenges, life restoration on a barren planet, and innumerable star rewards. No player "dies." Usability assessment data analyses showed widespread enthusiasm for integrating exercise with empowerment over cancer and the game itself. Favorite elements included collecting star rewards and planet terraforming. Traveling in space and the Healthy Food Choice game were least liked. The need for improved gameplay instructions was expressed by all groups. The usability study provided essential feedback for converting the prototype into alpha version of Empower Stars! Adapting exercise empowerment-promoting video game technology to mobile platforms facilitates usability and widespread dissemination for children with cancer. We discuss broader therapeutic applicability in diverse chronic pediatric diseases, including obesity, asthma, cystic fibrosis, diabetes, and juvenile idiopathic arthritis.
High Bypass Turbofan Component Development. Phase II. Detailed Design.
1979-08-01
Selecting Blade Thickness for Bird Strike 46 27. Method for Selecting Blade Airfoil Attachment 49 AIRCRAF ENGINE GROUP IV GENERAL ELECTRIC COMPANY...reserves, the replacement aircraft must have a fuel efficient engine as the propulsion system, i. e., * modern turbofan engine . Technology in the large... turbofan engines has been well demonstrated, but little has been done in the size applicable to a twin- engine primary trainer aircraft . Today, there is
2015-09-03
THE GAS GENERATOR TO AN F-1 ENGINE, THE MOST POWERFUL ROCKET ENGINE EVER BUILT, IS TEST-FIRED AT NASA'S MARSHALL SPACE FLIGHT CENTER IN HUNTSVILLE, ALABAMA, ON SEPT. 3. ALTHOUGH THE ENGINE WAS ORIGINALLY BUILT TO POWER THE SATURN V ROCKETS DURING AMERICA'S MISSIONS TO THE MOON, THIS TEST ARTICLE HAD NEW PARTS CREATED USING ADDITIVE MANUFACTURING, OR 3-D PRINTING, TO TEST THE VIABILITY OF THE TECHNOLOGY FOR BUILDING NEW ENGINE DESIGNS.
Research requirements for development of regenerative engines for helicopters
NASA Technical Reports Server (NTRS)
Semple, R. D.
1976-01-01
The improved specific fuel consumption of the regenerative engine was compared to a simple-cycle turboshaft engine. The performance improvement and fuel saving are obtained at the expense of increased engine weight, development and production costs, and maintenance costs. Costs and schedules are estimated for the elements of the research and development program. Interaction of the regenerative engine with other technology goals for an advanced civil helicopter is examined, including its impact on engine noise, hover and cruise performance, helicopter empty weight, drive-system efficiency and weight, one-engine-inoperative hover capability, and maintenance and reliability.
Research requirements for development of regenerative engines for helicopters
DOE Office of Scientific and Technical Information (OSTI.GOV)
Semple, R.D.
1976-12-01
The improved specific fuel consumption of the regenerative engine was compared to a simple-cycle turboshaft engine. The performance improvement and fuel saving are obtained at the expense of increased engine weight, development and production costs, and maintenance costs. Costs and schedules are estimated for the elements of the research and development program. Interaction of the regenerative engine with other technology goals for an advanced civil helicopter is examined, including its impact on engine noise, hover and cruise performance, helicopter empty weight, drive-system efficiency and weight, one-engine-inoperative hover capability, and maintenance and reliability.
AiResearch QCGAT engine, airplane, and nacelle design features
NASA Technical Reports Server (NTRS)
Heldenbrand, R. W.
1980-01-01
The quiet, clean, general aviation turbofan engine and nacelle system was designed and tested. The engine utilized the core of the AiResearch model TFE731-3 engine and incorporated several unique noise- and emissions-reduction features. Components that were successfully adapted to this core include the fan, gearbox, combustor, low-pressure turbine, and associated structure. A highly versatile workhorse nacelle incorporating interchangeable acoustic and hardwall duct liners, showed that large-engine attenuation technology could be applied to small propulsion engines. The application of the mixer compound nozzle demonstrated both performance and noise advantages on the engine. Major performance, emissions, and noise goals were demonstrated.
Automotive Stirling reference engine design report
NASA Technical Reports Server (NTRS)
1981-01-01
The reference Stirling engine system is described which provides the best possible fuel economy while meeting or exceeding all other program objectives. The system was designed to meet the requirements of a 1984 Pontiac Phoenix (X-body). This design utilizes all new technology that can reasonably be expected to be developed by 1984 and that is judged to provide significant improvement, relative to development risk and cost. Topics covered include: (1) external heat system; (2) hot engine system; (3) cold engine system; (4) engine drive system; (5) power control system and auxiliaries; (6) engine instalation; (7) optimization and vehicle simulation; (8) engine materials; and (9) production cost analysis.
Achieving Helicopter Modernization with Advanced Technology Turbine Engines
1999-04-01
computer modeling of compressor and turbine aerody- digital engine control ( FADEC ) with manual backup. namics. Modern directionally solidified and single...controlled by a dual RAH.66A M channel FADEC , and features a very simple installation "" Improved Gross Weight and significantly reduced pilot...air separation efficiencies as an "advanced technology" engine. Technological meas- high as 97.5%. The FADEC improves acceleration, ures include but
Orbit Transfer Vehicle (OTV) engine phase A study, extension 1. Volume 3: Study cost estimates
NASA Technical Reports Server (NTRS)
Christensen, K. L.
1980-01-01
Program cost and planning data based on 1980 technology and shown in 1979 dollars for a 20K lb Thrust Staged Combustion Cycle Engine are presented. These data were compared with those for the Advanced Expander Cycle Engine at 10K lb and 20K lb thrust levels.
Automotive Stirling engine development program - A success
NASA Technical Reports Server (NTRS)
Tabata, William K.
1987-01-01
The original 5-year Automotive Stirling Engine Development Program has been extended to 10 years due to reduced annual funding levels. With an estimated completion date of April 1988, the technical achievements and the prospectives of meeting the original program objectives are reviewed. Various other applications of this developed Stirling engine technology are also discussed.
Automotive Stirling engine development program: A success
NASA Technical Reports Server (NTRS)
Tabata, W. K.
1987-01-01
The original 5-yr Automotive Stirling Engine Development Program has been extended to 10 years due to reduced annual funding levels. With an estimated completion date of April 1988, the technical achievements and the prospectives of meeting the original program objectives are reviewed. Various other applications of this developed Stirling engine technology are also discussed.
Reduction of aircraft gas turbine engine pollutant emissions
NASA Technical Reports Server (NTRS)
Diehl, L. A.
1978-01-01
To accomplish simultaneous reduction of unburned hydrocarbons, carbon monoxide, and oxides of nitrogen, required major modifications to the combustor. The modification most commonly used was a staged combustion technique. While these designs are more complicated than production combustors, no insurmountable operational difficulties were encountered in either high pressure rig or engine tests which could not be resolved with additional normal development. The emission reduction results indicate that reductions in unburned hydrocarbons were sufficient to satisfy both near and far-termed EPA requirements. Although substantial reductions were observed, the success in achieving the CO and NOx standards was mixed and depended heavily on the engine/engine cycle on which it was employed. Technology for near term CO reduction was satisfactory or marginally satisfactory. Considerable doubt exists if this technology will satisfy all far-term requirements.
Interactive floating windows: a new technique for stereoscopic video games
NASA Astrophysics Data System (ADS)
Zerebecki, Chris; Stanfield, Brodie; Tawadrous, Mina; Buckstein, Daniel; Hogue, Andrew; Kapralos, Bill
2012-03-01
The film industry has a long history of creating compelling experiences in stereoscopic 3D. Recently, the video game as an artistic medium has matured into an effective way to tell engaging and immersive stories. Given the current push to bring stereoscopic 3D technology into the consumer market there is considerable interest to develop stereoscopic 3D video games. Game developers have largely ignored the need to design their games specifically for stereoscopic 3D and have thus relied on automatic conversion and driver technology. Game developers need to evaluate solutions used in other media, such as film, to correct perceptual problems such as window violations, and modify or create new solutions to work within an interactive framework. In this paper we extend the dynamic floating window technique into the interactive domain enabling the player to position a virtual window in space. Interactively changing the position, size, and the 3D rotation of the virtual window, objects can be made to 'break the mask' dramatically enhancing the stereoscopic effect. By demonstrating that solutions from the film industry can be extended into the interactive space, it is our hope that this initiates further discussion in the game development community to strengthen their story-telling mechanisms in stereoscopic 3D games.
Hypersonic Inflatable Aerodynamic Decelerator (HIAD) Technology Development Overview
NASA Technical Reports Server (NTRS)
Hughes, Stephen J.; Cheatwood, F. McNeil; Calomino, Anthony M.; Wright, Henry S.; Wusk, Mary E.; Hughes, Monica F.
2013-01-01
The successful flight of the Inflatable Reentry Vehicle Experiment (IRVE)-3 has further demonstrated the potential value of Hypersonic Inflatable Aerodynamic Decelerator (HIAD) technology. This technology development effort is funded by NASA's Space Technology Mission Directorate (STMD) Game Changing Development Program (GCDP). This paper provides an overview of a multi-year HIAD technology development effort, detailing the projects completed to date and the additional testing planned for the future.
Choice of Human-Computer Interaction Mode in Stroke Rehabilitation.
Mousavi Hondori, Hossein; Khademi, Maryam; Dodakian, Lucy; McKenzie, Alison; Lopes, Cristina V; Cramer, Steven C
2016-03-01
Advances in technology are providing new forms of human-computer interaction. The current study examined one form of human-computer interaction, augmented reality (AR), whereby subjects train in the real-world workspace with virtual objects projected by the computer. Motor performances were compared with those obtained while subjects used a traditional human-computer interaction, that is, a personal computer (PC) with a mouse. Patients used goal-directed arm movements to play AR and PC versions of the Fruit Ninja video game. The 2 versions required the same arm movements to control the game but had different cognitive demands. With AR, the game was projected onto the desktop, where subjects viewed the game plus their arm movements simultaneously, in the same visual coordinate space. In the PC version, subjects used the same arm movements but viewed the game by looking up at a computer monitor. Among 18 patients with chronic hemiparesis after stroke, the AR game was associated with 21% higher game scores (P = .0001), 19% faster reaching times (P = .0001), and 15% less movement variability (P = .0068), as compared to the PC game. Correlations between game score and arm motor status were stronger with the AR version. Motor performances during the AR game were superior to those during the PC game. This result is due in part to the greater cognitive demands imposed by the PC game, a feature problematic for some patients but clinically useful for others. Mode of human-computer interface influences rehabilitation therapy demands and can be individualized for patients. © The Author(s) 2015.
Keebler, Joseph R; Jentsch, Florian; Schuster, David
2014-12-01
We investigated the effects of active stereoscopic simulation-based training and individual differences in video game experience on multiple indices of combat identification (CID) performance. Fratricide is a major problem in combat operations involving military vehicles. In this research, we aimed to evaluate the effects of training on CID performance in order to reduce fratricide errors. Individuals were trained on 12 combat vehicles in a simulation, which were presented via either a non-stereoscopic or active stereoscopic display using NVIDIA's GeForce shutter glass technology. Self-report was used to assess video game experience, leading to four between-subjects groups: high video game experience with stereoscopy, low video game experience with stereoscopy, high video game experience without stereoscopy, and low video game experience without stereoscopy. We then tested participants on their memory of each vehicle's alliance and name across multiple measures, including photographs and videos. There was a main effect for both video game experience and stereoscopy across many of the dependent measures. Further, we found interactions between video game experience and stereoscopic training, such that those individuals with high video game experience in the non-stereoscopic group had the highest performance outcomes in the sample on multiple dependent measures. This study suggests that individual differences in video game experience may be predictive of enhanced performance in CID tasks. Selection based on video game experience in CID tasks may be a useful strategy for future military training. Future research should investigate the generalizability of these effects, such as identification through unmanned vehicle sensors.
Lunar Surface Access Module Descent Engine Turbopump Technology: Detailed Design
NASA Technical Reports Server (NTRS)
Alvarez, Erika; Forbes, John C.; Thornton, Randall J.
2010-01-01
The need for a high specific impulse LOX/LH2 pump-fed lunar lander engine has been established by NASA for the new lunar exploration architecture. Studies indicate that a 4-engine cluster in the thrust range of 9,000-lbf each is a candidate configuration for the main propulsion of the manned lunar lander vehicle. The lander descent engine will be required to perform multiple burns including the powered descent onto the lunar surface. In order to achieve the wide range of thrust required, the engines must be capable of throttling approximately 10:1. Working under internal research and development funding, NASA Marshall Space Flight Center (MSFC) has been conducting the development of a 9,000-lbf LOX/LH2 lunar lander descent engine technology testbed. This paper highlights the detailed design and analysis efforts to develop the lander engine Fuel Turbopump (FTP) whose operating speeds range from 30,000-rpm to 100,000-rpm. The capability of the FTP to operate across this wide range of speeds imposes several structural and dynamic challenges, and the small size of the FTP creates scaling and manufacturing challenges that are also addressed in this paper.
Advanced Gas Turbine (AGT) Technology Project
NASA Technical Reports Server (NTRS)
1984-01-01
Technical work on the design and effort leading to the testing of a 74.5 kW (100 hp) automotive gas turbine engine is reviewed. Development of the engine compressor, gasifier turbine, power turbine, combustor, regenerator, and secondary system is discussed. Ceramic materials development and the application of such materials in the gas turbine engine components is described.
Environmental Concerns, Environmental Policy and Green Investment.
Gao, Xuexian; Zheng, Haidong
2017-12-13
Environmental regulators often use environmental policy to induce green investment by firms. However, if an environmental policy fails to exert a long-run effect on regulating the economic agents' behavior, it may be more reasonable to think of the firm as the leader in the game, since the investment in green technology is usually a strategic decision. In this paper, we consider a three-stage Stackelberg game to address the interaction between a profit-maximizing firm (Stackelberg leader) facing emission-dependent demand, and the environmental regulator (Stackelberg follower). The firm decides on the green technology level in the first stage of the game based on its understanding of the regulator's profits function, especially an environmental concern that is introduced as an exogenous variable. In the current research, we show that high levels of the regulator's environmental concerns do not necessarily lead to the choice of green technology by the firm, and green investment level depends on the combined effects of the market and operational factors for a given level of the regulator's environmental concerns. The result also shows that increasing environmental awareness amongst the consumers is an effective way to drive the firm's green investment.
Development Challenges of Game-Changing Entry System Technologies From Concept to Mission Infusion
NASA Technical Reports Server (NTRS)
Venkatapathy, Ethiraj; Beck, Robin; Ellerby, Donald; Feldman, Jay; Gage, Peter; Munk, Michelle; Wercinski, Paul
2016-01-01
NASA's Space Technology Mission Directorate (STMD) and the Game Changing Development Program (GCDP) were created to develop new technologies. This paper describes four entry system technologies that are funded by the GCDP and summarizes the lessons learned during the development. The investments are already beginning to show success, mission infusion pathways after five years of existence. It is hoped that our experience and observations, drawn from projects supported by the GCD program/STMD, Orion and SMD can help current and future technology development projects. Observations on fostering a culture of success and on constraints that limit greater success are also provided.
Traditional and Digital Game Preferences of Children: A CHAID Analysis on Middle School Students
ERIC Educational Resources Information Center
Tatli, Zeynep
2018-01-01
The purpose of this study is to determine types of games that middle school students play in their daily lives and analyze the effects of various variables such as gender, available technology, grade in school and parents' education levels on their game preferences. The sample consisted of a total of 464 grade 5-8 students (212 girls and 252…
Digital Electronic Engine Control (DEEC) Flight Evaluation in an F-15 Airplane
NASA Technical Reports Server (NTRS)
1984-01-01
Flight evaluation in an F-15 aircraft by digital electronic engine control (DEEC) was investigated. Topics discussed include: system description, F100 engine tests, effects of inlet distortion on static pressure probe, flight tests, digital electronic engine control fault detection and accommodation flight evaluation, flight evaluation of a hydromechanical backup control, augmentor transient capability of an F100 engine, investigation of nozzle instability, real time in flight thrust calculation, and control technology for future aircraft propulsion systems. It is shown that the DEEC system is a powerful and flexible controller for the F100 engine.
NASA Technical Reports Server (NTRS)
Slaby, Jack G.
1988-01-01
The completion of the Space Power Demonstrator Engine (SPDE) testing is discussed, terminating with the generation of 25 kW of engine power from a dynamically-balanced opposed-piston Stirling engine at a temperature ratio of 2.0. Engine efficiency was greater than 22 percent. The SPDE recently was divided into 2 separate single cylinder engines, Space Power Research Engine (SPRE), that serves as test beds for the evaluation of key technology disciplines, which include hydrodynamic gas bearings, high efficiency linear alternators, space qualified heat pipe heat exchangers, oscillating flow code validation, and engine loss understanding. The success of the SPDE at 650 K has resulted in a more ambitious Stirling endeavor, the design, fabrication, test, and evaluation of a designed-for-space 25 kW per cylinder Stirling Space Engine (SSE) to operate at a hot metal temperature of 1050 K using superalloy materials. This design is a low temperature confirmation of the 1300 K design. It is the 1300 K free-piston Stirling power conversion system that is the ultimate goal. The first two phases of this program, the 650 K SPDE and the 1050 K SSE are emphasized.
China’s Aerospace Industry: Technology, Funding and Modernization
1992-01-01
7 was to use a General Electric F404 engine (from the F-20 Tigershark) along with other foreign engines as candidates but that program was again...firms like General Electric and Pratt & Whitney. As the Chinese engine industry gets more behind, more foreign engines are chosen, and the factories have... Electric since 1984.81 Liming Engine Plant makes compressor disks and turbine disks for GE and turbine disks for Pratt & Whitney while the Chengdu Engine
Environmental Concerns, Environmental Policy and Green Investment
Gao, Xuexian; Zheng, Haidong
2017-01-01
Environmental regulators often use environmental policy to induce green investment by firms. However, if an environmental policy fails to exert a long-run effect on regulating the economic agents’ behavior, it may be more reasonable to think of the firm as the leader in the game, since the investment in green technology is usually a strategic decision. In this paper, we consider a three-stage Stackelberg game to address the interaction between a profit-maximizing firm (Stackelberg leader) facing emission-dependent demand, and the environmental regulator (Stackelberg follower). The firm decides on the green technology level in the first stage of the game based on its understanding of the regulator’s profits function, especially an environmental concern that is introduced as an exogenous variable. In the current research, we show that high levels of the regulator’s environmental concerns do not necessarily lead to the choice of green technology by the firm, and green investment level depends on the combined effects of the market and operational factors for a given level of the regulator’s environmental concerns. The result also shows that increasing environmental awareness amongst the consumers is an effective way to drive the firm’s green investment. PMID:29236072
ERIC Educational Resources Information Center
Herro, Danielle C.
2015-01-01
This case uses a worked or "working example" model (Gee, 2010), documenting the implementation of a novel game design curriculum in the United States. Created by an Instructional Technology Administrator (ITA) and two classroom teachers, it was subsequently offered to high school students. With an aim of providing in-depth understanding…
NASA Technical Reports Server (NTRS)
1987-01-01
The Unducted Fan engine (UDF trademark) concept is based on an ungeared, counterrotating, unducted, ultra-high-bypass turbofan configuration. This engine is being developed to provide a high thrust-to-weight ratio power plant with exceptional fuel efficiency for subsonic aircraft application. This report covers the design methodology and details for the major components of this engine. The design intent of the engine is to efficiently produce 25,000 pounds of static thrust while meeting life and stress requirements. The engine is required to operate at Mach numbers of 0.8 or above.
Self-concept, self-esteem, gender, race, and information technology use.
Jackson, Linda A; Zhao, Yong; Witt, Edward A; Fitzgerald, Hiram E; von Eye, Alexander; Harold, Rena
2009-08-01
This research addressed two fundamental questions regarding self-concept, self-esteem, gender, race, and information technology use. First, is technology use related to dimensions of self-concept and/or to self-esteem? Second, are there gender and/or race differences in self-concept, self-esteem, and technology use? Five hundred youth, average age 12 years old, one third African American and two thirds Caucasian American, completed multidimensional measures of self-concept, the Rosenberg Self-Esteem scale, and measures of frequency of Internet use, Internet use for communication (e-mail and instant messaging), video game playing, and cell phone use. Findings indicated that technology use predicted dimensions of self-concept and self-esteem, with video game playing having a negative influence and Internet use having a positive influence on self-concept dimensions. Gender differences were observed on several self-concept dimensions, but contrary to expectations, girls did not score higher than boys in social self-concept. Only one race difference was observed: African Americans had lower behavioral self-concept than did Caucasian Americans. Implications of the benefits and liabilities of youth's current and projected technology use are discussed.
Results of the pollution reduction technology program for turboprop engines
NASA Technical Reports Server (NTRS)
Mularz, E. J.
1976-01-01
A program was performed to evolve and demonstrate advanced combustor technology aimed at achieving the 1979 EPA standards for turboprop engines (Class P2). The engine selected for this program was the 501-D22A turboprop. Three combustor concepts were designed and tested in a combustor rig at the exact combustor operating conditions of the 50-D22A engine over the EPA landing-takeoff cycle. Each combustor concept exhibited pollutant emissions well below the EPA standards, achieving substantial reductions in unburned hydrocarbons, carbon monoxide, and smoke emissions compared with emissions from the production combustor of this engine. Oxides of nitrogen emissions remained well below the EPA standards, also.
Plug cluster engine concept for in-space missions
NASA Technical Reports Server (NTRS)
Obrien, C. J.; Aukerman, C. A.
1979-01-01
The development of a suitable orbital transfer vehicle (OTV) engine is discussed. The OTV's dimensions are limited by those of the Space Shuttle payload bay on which it will be carried. An approach to utilize the available diameter to achieve high area ratio and thus high engine performance, is presented. Unconventional nozzles, such as clusters of small thrusters around a large diameter contoured plug, are investigated to arrive at engine designs which feature lower chamber pressures, with attendant lower heat flux, lower wall temperature, longer fatigue life, and less critical turbomachinery. Attention is also given to plug nozzle technology, high area ratio module- and scarfed bell- Plug Cluster Engine (PCE) concepts, as well as PCE performance, weight, and assessment. A conceptual design of a PCE formed from a cluster of high area ratio, scarfed, bell nozzles proved to be competitive with bell and spike nozzle engines. PCE advantages cited include increased payload length due to shorter engine length, ability to increase or decrease the number of modules and thereby the thrust, and low cost due to utilization of off-the-shelf technology.
CFD assessment of the pollutant environment from RD-170 propulsion system testing
NASA Technical Reports Server (NTRS)
Wang, Ten-See; Mcconnaughey, Paul; Warsi, Saif; Chen, Yen-Sen
1995-01-01
Computational Fluid Dynamics (CFD) technology has been used to assess the exhaust plume pollutant environment of the RD-170 engine hot-firing on the F1 Test Stand at Marshall Space Flight Center. Researchers know that rocket engine hot-firing has the potential for forming thermal nitric oxides (NO(x)), as well as producing carbon monoxide (CO) when hydrocarbon fuels are used. Because of the complicated physics involved, however, little attempt has been made to predict the pollutant emissions from ground-based engine testing, except for simplified methods which can grossly underpredict and/or overpredict the pollutant formations in a test environment. The objective of this work, therefore, has been to develop a technology using CFD to describe the underlying pollutant emission physics from ground-based rocket engine testing. This resultant technology is based on a three-dimensional (3D), viscous flow, pressure-based CFD formulation, where wet CO and thermal NO finite-rate chemistry mechanisms are solved with a Penalty Function method. A nominal hot-firing of a RD-170 engine on the F1 stand has been computed. Pertinent test stand flow physics such as the multiple-nozzle clustered engine plume interaction, air aspiration from base and aspirator, plume mixing with entrained air that resulted in contaminant dilution and afterburning, counter-afterburning due to flame bucket water-quenching, plume impingement on the flame bucket, and restricted multiple-plume expansion and turning have been captured. The predicted total emission rates compared reasonably well with those of the existing hydrocarbon engine hot-firing test data.
ERIC Educational Resources Information Center
O'Rourke, John; Main, Susan; Ellis, Michelle
2013-01-01
Games technology in the form of hand-held game consoles (HGCs) when focussed on specific academic skill development has the capacity to engage students in learning and in turn produce positive academic results. This current research explores teacher perceptions of the implementation of HGCs to enhance the development of mental maths skills (namely…
Technical Assessment: Autonomy
2015-02-23
low-cost sensors for automotive applications, mobile devices, and video games . If DoD develops CONOPS for lower- performance systems, there is an...advancement in this area is Microsoft’s Kinect technology. While originally designed for the Xbox video game platform, it is now being used or developed for...One area worthy of consideration is applied game theory, which may allow systems to effectively respond to adversary actions. Recommendation 4
Advanced Turbine Technology Applications Project (ATTAP)
NASA Technical Reports Server (NTRS)
1993-01-01
The Advanced Turbine Technologies Application Project (ATTAP) is in the fifth year of a multiyear development program to bring the automotive gas turbine engine to a state at which industry can make commercialization decisions. Activities during the past year included reference powertrain design updates, test-bed engine design and development, ceramic component design, materials and component characterization, ceramic component process development and fabrication, ceramic component rig testing, and test-bed engine fabrication and testing. Engine design and development included mechanical design, combustion system development, alternate aerodynamic flow testing, and controls development. Design activities included development of the ceramic gasifier turbine static structure, the ceramic gasifier rotor, and the ceramic power turbine rotor. Material characterization efforts included the testing and evaluation of five candidate high temperature ceramic materials. Ceramic component process development and fabrication, with the objective of approaching automotive volumes and costs, continued for the gasifier turbine rotor, gasifier turbine scroll, extruded regenerator disks, and thermal insulation. Engine and rig fabrication, testing, and development supported improvements in ceramic component technology. Total test time in 1992 amounted to 599 hours, of which 147 hours were engine testing and 452 were hot rig testing.
Heat Shield for Extreme Entry Environment Technology (HEEET)
NASA Technical Reports Server (NTRS)
Venkatapathy, Ethiraj
2017-01-01
The Heat Shield for Extreme Entry Environment Technology (HEEET) project seeks to mature a game changing Woven Thermal Protection System (TPS) technology to enable in situ robotic science missions recommended by the NASA Research Council Planetary Science Decadal Survey committee. Recommended science missions include Venus probes and landers; Saturn and Uranus probes; and high-speed sample return missions.
2011-01-01
Background Workflow engine technology represents a new class of software with the ability to graphically model step-based knowledge. We present application of this novel technology to the domain of clinical decision support. Successful implementation of decision support within an electronic health record (EHR) remains an unsolved research challenge. Previous research efforts were mostly based on healthcare-specific representation standards and execution engines and did not reach wide adoption. We focus on two challenges in decision support systems: the ability to test decision logic on retrospective data prior prospective deployment and the challenge of user-friendly representation of clinical logic. Results We present our implementation of a workflow engine technology that addresses the two above-described challenges in delivering clinical decision support. Our system is based on a cross-industry standard of XML (extensible markup language) process definition language (XPDL). The core components of the system are a workflow editor for modeling clinical scenarios and a workflow engine for execution of those scenarios. We demonstrate, with an open-source and publicly available workflow suite, that clinical decision support logic can be executed on retrospective data. The same flowchart-based representation can also function in a prospective mode where the system can be integrated with an EHR system and respond to real-time clinical events. We limit the scope of our implementation to decision support content generation (which can be EHR system vendor independent). We do not focus on supporting complex decision support content delivery mechanisms due to lack of standardization of EHR systems in this area. We present results of our evaluation of the flowchart-based graphical notation as well as architectural evaluation of our implementation using an established evaluation framework for clinical decision support architecture. Conclusions We describe an implementation of a free workflow technology software suite (available at http://code.google.com/p/healthflow) and its application in the domain of clinical decision support. Our implementation seamlessly supports clinical logic testing on retrospective data and offers a user-friendly knowledge representation paradigm. With the presented software implementation, we demonstrate that workflow engine technology can provide a decision support platform which evaluates well against an established clinical decision support architecture evaluation framework. Due to cross-industry usage of workflow engine technology, we can expect significant future functionality enhancements that will further improve the technology's capacity to serve as a clinical decision support platform. PMID:21477364
Huser, Vojtech; Rasmussen, Luke V; Oberg, Ryan; Starren, Justin B
2011-04-10
Workflow engine technology represents a new class of software with the ability to graphically model step-based knowledge. We present application of this novel technology to the domain of clinical decision support. Successful implementation of decision support within an electronic health record (EHR) remains an unsolved research challenge. Previous research efforts were mostly based on healthcare-specific representation standards and execution engines and did not reach wide adoption. We focus on two challenges in decision support systems: the ability to test decision logic on retrospective data prior prospective deployment and the challenge of user-friendly representation of clinical logic. We present our implementation of a workflow engine technology that addresses the two above-described challenges in delivering clinical decision support. Our system is based on a cross-industry standard of XML (extensible markup language) process definition language (XPDL). The core components of the system are a workflow editor for modeling clinical scenarios and a workflow engine for execution of those scenarios. We demonstrate, with an open-source and publicly available workflow suite, that clinical decision support logic can be executed on retrospective data. The same flowchart-based representation can also function in a prospective mode where the system can be integrated with an EHR system and respond to real-time clinical events. We limit the scope of our implementation to decision support content generation (which can be EHR system vendor independent). We do not focus on supporting complex decision support content delivery mechanisms due to lack of standardization of EHR systems in this area. We present results of our evaluation of the flowchart-based graphical notation as well as architectural evaluation of our implementation using an established evaluation framework for clinical decision support architecture. We describe an implementation of a free workflow technology software suite (available at http://code.google.com/p/healthflow) and its application in the domain of clinical decision support. Our implementation seamlessly supports clinical logic testing on retrospective data and offers a user-friendly knowledge representation paradigm. With the presented software implementation, we demonstrate that workflow engine technology can provide a decision support platform which evaluates well against an established clinical decision support architecture evaluation framework. Due to cross-industry usage of workflow engine technology, we can expect significant future functionality enhancements that will further improve the technology's capacity to serve as a clinical decision support platform.
Turbine Engine Hot Section Technology 1986
NASA Technical Reports Server (NTRS)
1986-01-01
The Turbine Engine Hot Section Technology (HOST) Project of the NASA Lewis Research Center sponsored a workshop to discuss current research pertinent to turbine engine durability problems. Presentations were made concerning the hot section environment and the behavior of combustion liners, turbine blades, and turbine vanes. The presentations were divided into six sessions: Instrumentation, Combustion, Turbine Heat Transfer, Structural Analysis, Fatigue and Fracture, and Surface Protection. Topics discussed included modeling of thermal and fluid-flow phenomena, structural analysis, fatigue and fracture, surface protective coatings, constitutive behavior of materials, stress-strain response, and life-prediction methods. Researchers from industry, academia, and government presented results of their work sponsored by the HOST project.
Fiberoptic sensors for rocket engine applications
NASA Technical Reports Server (NTRS)
Ballard, R. O.
1992-01-01
A research effort was completed to summarize and evaluate the current level of technology in fiberoptic sensors for possible applications in integrated control and health monitoring (ICHM) systems in liquid propellant engines. The environment within a rocket engine is particuarly severe with very high temperatures and pressures present combined with extremely rapid fluid and gas flows, and high-velocity and high-intensity acoustc waves. Application of fiberoptic technology to rocket engine health monitoring is a logical evolutionary step in ICHM development and presents a significant challenge. In this extremely harsh environment, the additional flexibility of fiberoptic techniques to augment conventional sensor technologies offer abundant future potential.
The influence of engine technology advancements on aircraft economics
NASA Technical Reports Server (NTRS)
Witherspoon, J. W.; Gaffin, W. O.
1973-01-01
A technology advancement in a new powerplant has both favorable and unfavorable effects. Increased bypass ratio and compression ratio, coupled with high turbine temperatures, improve performance but also increase engine price and maintenance cost. The factors that should be evaluated in choosing an engine for airline use are discussed. These factors are compared for two engines that might be considered for future 150 to 200 passenger airplanes: an all-new turbofan and a quiet derivative of an existing first generation turbofan. The results of the performance and cost evaluations of the example engines are reduced to common units so they can be combined.
Ultra-Efficient Engine Technology (UEET) Program
NASA Technical Reports Server (NTRS)
Manthey, Lori A.
2001-01-01
The Ultra-Efficient Engine Technology (UEET) Program includes seven key projects that work with industry to develop and hand off revolutionary propulsion technologies that will enable future-generation vehicles over a wide range of flight speeds. A new program office, the Ultra-Efficient Engine Technology (UEET) Program Office, was formed at the NASA Glenn Research Center to manage an important National propulsion program for NASA. The Glenn-managed UEET Program, which began on October 1, 1999, includes participation from three other NASA centers (Ames, Goddard, and Langley), as well as five engine companies (GE Aircraft Engines, Pratt & Whitney, Honeywell, Allison/Rolls Royce, and Williams International) and two airplane manufacturers (the Boeing Company and Lockheed Martin Corporation). This 6-year, nearly $300 million program will address local air-quality concerns by developing technologies to significantly reduce nitrogen oxide (NOx) emissions. In addition, it will provide critical propulsion technologies to dramatically increase performance as measured in fuel burn reduction that will enable reductions of carbon dioxide (CO2) emissions. This is necessary to address the potential climate impact of long-term aviation growth.
Advancements Toward Oil-Free Rotorcraft Propulsion
NASA Technical Reports Server (NTRS)
Howard, Samuel A.; Bruckner, Robert J.; Radil, Kevin C.
2010-01-01
NASA and the Army have been working for over a decade to advance the state-of-the-art (SOA) in Oil-Free Turbomachinery with an eye toward reduced emissions and maintenance, and increased performance and efficiency among other benefits. Oil-Free Turbomachinery is enabled by oil-free gas foil bearing technology and relatively new high-temperature tribological coatings. Rotorcraft propulsion is a likely candidate to apply oil-free bearing technology because the engine size class matches current SOA for foil bearings and because foil bearings offer the opportunity for higher speeds and temperatures and lower weight, all critical issues for rotorcraft engines. This paper describes an effort to demonstrate gas foil journal bearing use in the hot section of a full-scale helicopter engine core. A production engine hot-core location is selected as the candidate foil bearing application. Rotordynamic feasibility, bearing sizing, and load capability are assessed. The results of the program will help guide future analysis and design in this area by documenting the steps required and the process utilized for successful application of oil-free technology to a full-scale engine.
Advanced component technologies for energy-efficient turbofan engines
NASA Technical Reports Server (NTRS)
Saunders, N. T.
1980-01-01
The paper reviews NASA's Energy Efficient Engine Project which was initiated to provide the advanced technology base for a new generation of fuel-conservative engines for introduction into airline service by the late 1980s. Efforts in this project are directed at advancing engine component and systems technologies to a point of demonstrating technology-readiness by 1984. Early results indicate high promise in achieving most of the goals established in the project.
MPT_DOE Final Report 12-15-16 rev1
DOE Office of Scientific and Technical Information (OSTI.GOV)
Bunce, Michael
The goal of this project was to achieve breakthrough thermal efficiency on a light duty passenger car engine, with minimal impact to emissions. The enabling technology or technologies were to be relatively low cost and integrateable into existing production processes. Through the use of Turbulent Jet Ignition (TJI), an enabling technology for ultra-lean engine operation, the project team was able to meet or exceed all technical goals of this program.
Ramgen Power Systems-Supersonic Component Technology for Military Engine Applications
2006-11-01
turbine efficiency power (kW) LHV efficiency HHV efficiency notes **Current Design Point 0.45 1700 1013 84.4% 220.1 35.4% 31.8% - Rampressor...tor (such as a standalone power-only mode device), or to a fuel cell in a hybrid configuration. This paper presents the development of the RPS gas...turbine technology and potential applications to the two specific engine cycle configurations, i.e., an indirect fuel cell / RPS turbine hybrid-cycle
Exploring Game Performance in the National Basketball Association Using Player Tracking Data.
Sampaio, Jaime; McGarry, Tim; Calleja-González, Julio; Jiménez Sáiz, Sergio; Schelling I Del Alcázar, Xavi; Balciunas, Mindaugas
2015-01-01
Recent player tracking technology provides new information about basketball game performance. The aim of this study was to (i) compare the game performances of all-star and non all-star basketball players from the National Basketball Association (NBA), and (ii) describe the different basketball game performance profiles based on the different game roles. Archival data were obtained from all 2013-2014 regular season games (n = 1230). The variables analyzed included the points per game, minutes played and the game actions recorded by the player tracking system. To accomplish the first aim, the performance per minute of play was analyzed using a descriptive discriminant analysis to identify which variables best predict the all-star and non all-star playing categories. The all-star players showed slower velocities in defense and performed better in elbow touches, defensive rebounds, close touches, close points and pull-up points, possibly due to optimized attention processes that are key for perceiving the required appropriate environmental information. The second aim was addressed using a k-means cluster analysis, with the aim of creating maximal different performance profile groupings. Afterwards, a descriptive discriminant analysis identified which variables best predict the different playing clusters. The results identified different playing profile of performers, particularly related to the game roles of scoring, passing, defensive and all-round game behavior. Coaching staffs may apply this information to different players, while accounting for individual differences and functional variability, to optimize practice planning and, consequently, the game performances of individuals and teams.
NASA Astrophysics Data System (ADS)
Vamvakeridou-Lyroudia, Lydia; Alexandri, Eva; Blanco, Maria; Chew, Chengzi; Conradt, Tobias; Daskalou, Olympia; Evans, Barry; Guitart, Francesc; Mereu, Simone; Sartori, Martina; Susnik, Janez; Savic, Dragan
2017-04-01
A four-year EU H2020 project "Sustainable Integrated Management FOR the NEXUS of water-land-food-energy-climate for a resource-efficient Europe (SIM4NEXUS)" started in June 2016, with an overall grant of € 7.9M (www.sim4nexus.eu). The project involves 25 partners from 15 European countries. SIM4NEXUS has four objectives: (i) to adopt existing knowledge and develop new expertise on the water-energy-food-climate-land use Nexus; (ii) to reduce uncertainties of how policies, governance and institutions affect complex environmental systems; (iii) to showcase the implementation via a network of three regional, five national, two transboundary case studies in Europe, as well as continental and global studies; (iv) to valorise the project outputs by suitable business models. SIM4NEXUS develops an innovative concept and methodologies to facilitate the design of policies and bridge knowledge and technology gaps in the field of the Nexus under global change. The project will develop a methodology of integration using a complexity science approach and a Serious Game (a decision-based platform that allows policy makers to play out scenarios to see what would bring the best outcome) as an integrating tool for testing and evaluating policy decisions. The Serious Game is based on Aqua Republica (http://www.dhigroup.com/upload/publications/scribd/172629015-Exploring-the-World-of-Aqua-Republica-DHI-Case-Story.pdf ) and will cover a vast array of scenarios for all the case studies, over short, medium and long terms. In this presentation we focus on all the stages of the development of the Serious Game for one of our Case Studies (Sardinia, Italy) which is being used as a pilot example prior to wider rollout. Specifically we detail the components and steps involved in Game development including: (i) linking thematic models (CAPRI- http://www.capri-model.org/dokuwiki/doku.php and E3ME- http://www.e3me.com/) and downscaling to regional level; (ii) climate change scenarios (using and downscaling HADGEM2 models - http://www.metoffice.gov.uk/research/modelling-systems/unified-model/climate-models/hadgem2); (iii) socio-economic inputs and projections (GTAP - http://en.openei.org/wiki/Global_Trade_and_Analysis_Project_(GTAP)_Model) with System Dynamic Modelling (SDM) using STELLA for the visual environment- http://www.iseesystems.com/store/products/stella-professional.aspx and STELLAR as an open source programming language - http://www.r-gis.net/stellar/); (iv) creating a Knowledge Elicitation Engine (KEE), providing nexus semantics to the outputs of the SDM and (v) generating knowledge from Serious Game user interaction. Local data from Sardinian experts and stakeholders are being used in the pilot, which has been developed with their participation. The presentation will show results from sample scenarios and the approach to simulating uncertainties using SDM, as well as the overall data transfer and management scheme. It should be pointed out that the process of linking thematic models to System Dynamics (Complexity Science Modelling) and creating a KEE out of this combination is, to the best of our knowledge, novel and does not exist in the literature.
Adaptable, Deployable Entry and Placement Technology (ADEPT) for Future Mars Missions
NASA Technical Reports Server (NTRS)
Wercinski, P.; Venkatapathy, E.; Gage, P.; Prabhu, D.; Smith, B.; Cassell, A.; Yount, B.; Allen, G.
2013-01-01
The concept of a mechanically deploy- able hypersonic decelerator, developed initially for high mass (40 MT) human Mars missions, is currently funded by OCT for technology maturation. The ADEPT (Adaptive, Deployable Entry and Placement Technology) project has broad, game-changing applicability to in situ science missions to Venus, Mars, and the Outer Planets.
Blood Pump Development Using Rocket Engine Flow Simulation Technology
NASA Technical Reports Server (NTRS)
Kiris, Cetin C.; Kwak, Dochan
2002-01-01
This viewgraph presentation provides information on the transfer of rocket engine flow simulation technology to work involving the development of blood pumps. Details are offered regarding the design and requirements of mechanical heart assist devices, or VADs (ventricular assist device). There are various computational fluid dynamics issues involved in the visualization of flow in such devices, and these are highlighted and compared to those of rocket turbopumps.
New Approaches to Exciting Exergame-Experiences for People with Motor Function Impairments
Eckert, Martina; Gómez-Martinho, Ignacio; Meneses, Juan; Martínez, José-Fernán
2017-01-01
The work presented here suggests new ways to tackle exergames for physical rehabilitation and to improve the players’ immersion and involvement. The primary (but not exclusive) purpose is to increase the motivation of children and adolescents with severe physical impairments, for doing their required exercises while playing. The proposed gaming environment is based on the Kinect sensor and the Blender Game Engine. A middleware has been implemented that efficiently transmits the data from the sensor to the game. Inside the game, different newly proposed mechanisms have been developed to distinguish pure exercise-gestures from other movements used to control the game (e.g., opening a menu). The main contribution is the amplification of weak movements, which allows the physically impaired to have similar gaming experiences as the average population. To test the feasibility of the proposed methods, four mini-games were implemented and tested by a group of 11 volunteers with different disabilities, most of them bound to a wheelchair. Their performance has also been compared to that of a healthy control group. Results are generally positive and motivating, although there is much to do to improve the functionalities. There is a major demand for applications that help to include disabled people in society and to improve their life conditions. This work will contribute towards providing them with more fun during exercise. PMID:28208682
New Approaches to Exciting Exergame-Experiences for People with Motor Function Impairments.
Eckert, Martina; Gómez-Martinho, Ignacio; Meneses, Juan; Martínez, José-Fernán
2017-02-12
The work presented here suggests new ways to tackle exergames for physical rehabilitation and to improve the players' immersion and involvement. The primary (but not exclusive) purpose is to increase the motivation of children and adolescents with severe physical impairments, for doing their required exercises while playing. The proposed gaming environment is based on the Kinect sensor and the Blender Game Engine. A middleware has been implemented that efficiently transmits the data from the sensor to the game. Inside the game, different newly proposed mechanisms have been developed to distinguish pure exercise-gestures from other movements used to control the game (e.g., opening a menu). The main contribution is the amplification of weak movements, which allows the physically impaired to have similar gaming experiences as the average population. To test the feasibility of the proposed methods, four mini-games were implemented and tested by a group of 11 volunteers with different disabilities, most of them bound to a wheelchair. Their performance has also been compared to that of a healthy control group. Results are generally positive and motivating, although there is much to do to improve the functionalities. There is a major demand for applications that help to include disabled people in society and to improve their life conditions. This work will contribute towards providing them with more fun during exercise.
COBRA System Engineering Processes to Achieve SLI Strategic Goals
NASA Technical Reports Server (NTRS)
Ballard, Richard O.
2003-01-01
The COBRA Prototype Main Engine Development Project was an endeavor conducted as a joint venture between Pratt & Whitney and Aerojet to conduct risk reduction in LOX/LH2 main engine technology for the NASA Space Launch Initiative (SLI). During the seventeen months of the project (April 2001 to September 2002), approximately seventy reviews were conducted, beginning with the Engine Systems Requirements Review (SRR) and ending with the Engine Systems Interim Design Review (IDR). This paper discusses some of the system engineering practices used to support the reviews and the overall engine development effort.
Evaluation of an F100 multivariable control using a real-time engine simulation
NASA Technical Reports Server (NTRS)
Szuch, J. R.; Soeder, J. F.; Skira, C.
1977-01-01
The control evaluated has been designed for the F100-PW-100 turbofan engine. The F100 engine represents the current state-of-the-art in aircraft gas turbine technology. The control makes use of a multivariable, linear quadratic regulator. The evaluation procedure employed utilized a real-time hybrid computer simulation of the F100 engine and an implementation of the control logic on the NASA LeRC digital computer/controller. The results of the evaluation indicated that the control logic and its implementation will be capable of controlling the engine throughout its operating range.
High Thrust-to-Power Annular Engine Technology
NASA Technical Reports Server (NTRS)
Patterson, Michael; Thomas, Robert; Crofton, Mark; Young, Jason A.; Foster, John E.
2015-01-01
Gridded ion engines have the highest efficiency and total impulse of any mature electric propulsion technology, and have been successfully implemented for primary propulsion in both geocentric and heliocentric environments with excellent ground-in-space correlation of performance. However, they have not been optimized to maximize thrust-to-power, an important parameter for Earth orbit transfer applications. This publication discusses technology development work intended to maximize this parameter. These activities include investigating the capabilities of a non-conventional design approach, the annular engine, which has the potential of exceeding the thrust-to-power of other EP technologies. This publication discusses the status of this work, including the fabrication and initial tests of a large-area annular engine. This work is being conducted in collaboration among NASA Glenn Research Center, The Aerospace Corporation, and the University of Michigan.
Investigation of performance deterioration of the CF6/JT9D, high-bypass ratio turbofan engines
NASA Technical Reports Server (NTRS)
Ziemianski, J. A.; Mehalic, C. M.
1980-01-01
The aircraft energy efficiency program within NASA is developing technology required to improve the fuel efficiency of commercial subsonic transport aricraft. One segment of this program includes engine diagnostics which is directed toward determining the sources and causes of performance deterioration in the Pratt and Whitney Aircraft JT9D and General Electric CF6 high-bypass ratio turbofan engines and developing technology for minimizing the performance losses. Results of engine performance deterioration investigations based on historical data, special engine tests, and specific tests to define the influence of flight loads and component clearances on performance are presented. The results of analysis of several damage mechanisms that contribute to performance deterioration such as blade tip rubs, airfoil surface roughness and erosion, and thermal distortion are also included. The significance of these damage mechanisms on component and overall engine performance is discussed.
Study of Turbofan Engines Designed for Low Enery Consumption
NASA Technical Reports Server (NTRS)
Neitzel, R. E.; Hirschkron, R.; Johnston, R. P.
1976-01-01
Subsonic transport turbofan engine design and technology features which have promise of improving aircraft energy consumption are described. Task I addressed the selection and evaluation of features for the CF6 family of engines in current aircraft, and growth models of these aircraft. Task II involved cycle studies and the evaluation of technology features for advanced technology turbofans, consistent with initial service in 1985. Task III pursued the refined analysis of a specific design of an advanced technology turbofan engine selected as the result of Task II studies. In all of the above, the impact upon aircraft economics, as well as energy consumption, was evaluated. Task IV summarized recommendations for technology developments which would be necessary to achieve the improvements in energy consumption identified.
NASA Technical Reports Server (NTRS)
Sallee, G. P.
1973-01-01
The advanced technology requirements for an advanced high speed commercial transport engine are presented. The results of the phase 2 study effort cover the following areas: (1) general review of preliminary engine designs suggested for a future aircraft, (2) presentation of a long range view of airline propulsion system objectives and the research programs in noise, pollution, and design which must be undertaken to achieve the goals presented, (3) review of the impact of propulsion system unreliability and unscheduled maintenance on cost of operation, (4) discussion of the reliability and maintainability requirements and guarantees for future engines.
Ruppert, Barb
2011-03-01
Virtual reality is increasingly used for education and treatment in the fields of health and medicine. What is the health potential of virtual reality technology from the software development industry perspective? This article presents interviews with Ben Sawyer of Games for Health, Dr. Walter Greenleaf of InWorld Solutions, and Dr. Ernie Medina of MedPlay Technologies. Games for Health brings together researchers, medical professionals, and game developers to share information on the impact that game technologies can have on health, health care, and policy. InWorld is an Internet-based virtual environment designed specifically for behavioral health care. MedPlay Technologies develops wellness training programs that include exergaming technology. The interviewees share their views on software development and other issues that must be addressed to advance the field of virtual reality for health applications. © 2011 Diabetes Technology Society.
ERIC Educational Resources Information Center
Hinvest, Neal; Brosnan, Mark
2012-01-01
Information Communication Technology (ICT) is established within the education systems of most of the industrialized world, across the curriculum and across all ages. Learners, especially younger cohorts, are highly motivated to use ICT within their learning due to their familiarity with technology. However, before integrating any technology into…
Influence of Pokémon Go on Physical Activity: Study and Implications.
Althoff, Tim; White, Ryen W; Horvitz, Eric
2016-12-06
Physical activity helps people maintain a healthy weight and reduces the risk for several chronic diseases. Although this knowledge is widely recognized, adults and children in many countries around the world do not get recommended amounts of physical activity. Although many interventions are found to be ineffective at increasing physical activity or reaching inactive populations, there have been anecdotal reports of increased physical activity due to novel mobile games that embed game play in the physical world. The most recent and salient example of such a game is Pokémon Go, which has reportedly reached tens of millions of users in the United States and worldwide. The objective of this study was to quantify the impact of Pokémon Go on physical activity. We study the effect of Pokémon Go on physical activity through a combination of signals from large-scale corpora of wearable sensor data and search engine logs for 32,000 Microsoft Band users over a period of 3 months. Pokémon Go players are identified through search engine queries and physical activity is measured through accelerometers. We find that Pokémon Go leads to significant increases in physical activity over a period of 30 days, with particularly engaged users (ie, those making multiple search queries for details about game usage) increasing their activity by 1473 steps a day on average, a more than 25% increase compared with their prior activity level (P<.001). In the short time span of the study, we estimate that Pokémon Go has added a total of 144 billion steps to US physical activity. Furthermore, Pokémon Go has been able to increase physical activity across men and women of all ages, weight status, and prior activity levels showing this form of game leads to increases in physical activity with significant implications for public health. In particular, we find that Pokémon Go is able to reach low activity populations, whereas all 4 leading mobile health apps studied in this work largely draw from an already very active population. Mobile apps combining game play with physical activity lead to substantial short-term activity increases and, in contrast to many existing interventions and mobile health apps, have the potential to reach activity-poor populations. Future studies are needed to investigate potential long-term effects of these applications. ©Tim Althoff, Ryen W White, Eric Horvitz. Originally published in the Journal of Medical Internet Research (http://www.jmir.org), 06.12.2016.
Influence of Pokémon Go on Physical Activity: Study and Implications
White, Ryen W; Horvitz, Eric
2016-01-01
Background Physical activity helps people maintain a healthy weight and reduces the risk for several chronic diseases. Although this knowledge is widely recognized, adults and children in many countries around the world do not get recommended amounts of physical activity. Although many interventions are found to be ineffective at increasing physical activity or reaching inactive populations, there have been anecdotal reports of increased physical activity due to novel mobile games that embed game play in the physical world. The most recent and salient example of such a game is Pokémon Go, which has reportedly reached tens of millions of users in the United States and worldwide. Objective The objective of this study was to quantify the impact of Pokémon Go on physical activity. Methods We study the effect of Pokémon Go on physical activity through a combination of signals from large-scale corpora of wearable sensor data and search engine logs for 32,000 Microsoft Band users over a period of 3 months. Pokémon Go players are identified through search engine queries and physical activity is measured through accelerometers. Results We find that Pokémon Go leads to significant increases in physical activity over a period of 30 days, with particularly engaged users (ie, those making multiple search queries for details about game usage) increasing their activity by 1473 steps a day on average, a more than 25% increase compared with their prior activity level (P<.001). In the short time span of the study, we estimate that Pokémon Go has added a total of 144 billion steps to US physical activity. Furthermore, Pokémon Go has been able to increase physical activity across men and women of all ages, weight status, and prior activity levels showing this form of game leads to increases in physical activity with significant implications for public health. In particular, we find that Pokémon Go is able to reach low activity populations, whereas all 4 leading mobile health apps studied in this work largely draw from an already very active population. Conclusions Mobile apps combining game play with physical activity lead to substantial short-term activity increases and, in contrast to many existing interventions and mobile health apps, have the potential to reach activity-poor populations. Future studies are needed to investigate potential long-term effects of these applications. PMID:27923778
A Synopsis of Ion Propulsion Development Projects in the United States: SERT 1 to Deep Space I
NASA Technical Reports Server (NTRS)
Sovey, James S.; Rawlin, Vincent K.; Patterson, Michael J.
1999-01-01
The historical background and characteristics of the experimental flights of ion propulsion systems and the major ground-based technology demonstrations were reviewed. The results of the first successful ion engine flight in 1964, SERT I which demonstrated ion beam neutralization, are discussed along with the extended operation of SERT II starting in 1970. These results together with the technology employed on the early cesium engine flights. the Applications Technology Satellite (ATS) series, and the ground-test demonstrations, have provided the evolutionary path for the development of xenon ion thruster component technologies, control systems, and power circuit implementations. In the 1997-1999 period, the communication satellite flights using ion engine systems and the Deep Space I flight confirmed that these auxiliary and primary propulsion systems have advanced to a high-level of flight-readiness.
High Thrust-to-Power Annular Engine Technology
NASA Technical Reports Server (NTRS)
Patterson, Michael J.; Thomas, Robert E.; Crofton, Mark W.; Young, Jason A.; Foster, John E.
2015-01-01
Gridded ion engines have the highest efficiency and total impulse of any mature electric propulsion technology, and have been successfully implemented for primary propulsion in both geocentric and heliocentric environments with excellent ground/in-space correlation of performance. However, they have not been optimized to maximize thrust-to-power, an important parameter for Earth orbit transfer applications. This publication discusses technology development work intended to maximize this parameter. These activities include investigating the capabilities of a non-conventional design approach, the annular engine, which has the potential of exceeding the thrust-to-power of other EP technologies. This publication discusses the status of this work, including the fabrication and initial tests of a large-area annular engine. This work is being conducted in collaboration among NASA Glenn Research Center, The Aerospace Corporation, and the University of Michigan.
A Roadmap for Aircraft Engine Life Extending Control
NASA Technical Reports Server (NTRS)
Guo, Ten-Huei
2001-01-01
The concept of Aircraft Engine Life Extending Control is introduced. A brief description of the tradeoffs between performance and engine life are first explained. The overall goal of the life extending controller is to reduce the engine operating cost by extending the on-wing engine life while improving operational safety. The research results for NASA's Rocket Engine life extending control program are also briefly described. Major building blocks of the Engine Life Extending Control architecture are examined. These blocks include: life prediction models, engine operation models, stress and thermal analysis tools, control schemes, and intelligent control systems. The technology areas that would likely impact the successful implementation of an aircraft engine life extending control are also briefly described. Near, intermediate, and long term goals of NASA's activities are also presented.
Preliminary designs for 25 kWe advanced Stirling conversion systems for dish electric applications
NASA Astrophysics Data System (ADS)
Shaltens, Richard K.; Schreiber, Jeffrey G.
Under the Department of Energy's (DOE) Solar Thermal Technology Program, Sandia National Laboratories is evaluating heat engines for terrestrial Solar Distributed Heat Receivers. The Stirling engine has been identified by Sandia as one of the most promising engines for terrestrial applications. The Stirling engine also has the potential to meet DOE's performance and cost goals. The NASA Lewis Research Center is conducting Stirling engine technology development activities directed toward a dynamic power source for space applications. Space power systems requirements include high reliability, very long life, low vibration and high efficiency. The free-piston Stirling engine has the potential for future high power space conversion systems, either nuclear or solar powered. Although both applications appear to be quite different, their requirements complement each other. Preliminary designs feature a free-piston Stirling engine, a liquid metal heat transport system, and a means to provide nominally 25 kW electric power to a utility grid while meeting DOE's performance and long term cost goals. The Cummins design incorporates a linear alternator to provide the electrical output, while the STC design generates electrical power indirectly through a hydraulic pump/motor coupled to an induction generator. Both designs for the ASCS's will use technology which can reasonably be expected to be available in the early 1990's.
Preliminary designs for 25 kWe advanced Stirling conversion systems for dish electric applications
NASA Technical Reports Server (NTRS)
Shaltens, Richard K.; Schreiber, Jeffrey G.
1990-01-01
Under the Department of Energy's (DOE) Solar Thermal Technology Program, Sandia National Laboratories is evaluating heat engines for terrestrial Solar Distributed Heat Receivers. The Stirling engine has been identified by Sandia as one of the most promising engines for terrestrial applications. The Stirling engine also has the potential to meet DOE's performance and cost goals. The NASA Lewis Research Center is conducting Stirling engine technology development activities directed toward a dynamic power source for space applications. Space power systems requirements include high reliability, very long life, low vibration and high efficiency. The free-piston Stirling engine has the potential for future high power space conversion systems, either nuclear or solar powered. Although both applications appear to be quite different, their requirements complement each other. Preliminary designs feature a free-piston Stirling engine, a liquid metal heat transport system, and a means to provide nominally 25 kW electric power to a utility grid while meeting DOE's performance and long term cost goals. The Cummins design incorporates a linear alternator to provide the electrical output, while the STC design generates electrical power indirectly through a hydraulic pump/motor coupled to an induction generator. Both designs for the ASCS's will use technology which can reasonably be expected to be available in the early 1990's.
Coughlan, Garrett F; Green, Brian S; Pook, Paul T; Toolan, Eoin; O'Connor, Sean P
2011-08-01
Descriptive. To evaluate the physical demands of an international Rugby Union-level game using a global positioning system (GPS). Elite Rugby Union teams currently employ the latest technology to monitor and evaluate physical demands of training and games on their players. GPS data from 2 players, a back and a forward, were collected during an international Rugby Union game. Locomotion speed, total body load, and body load sustained in tackles and scrums were analyzed. Players completed an average distance of 6715 m and spent the major portion of the game standing or walking, interspersed with medium- and high-intensity running activities. The back performed a higher number of high-intensity sprints and reached a greater maximal speed. Body load data revealed that high levels of gravitational force are sustained in tackling and scrum tasks. The current study provides a detailed GPS analysis of the physical demands of international Rugby Union players. These data, when combined with game video footage, may assist sports medicine professionals in understanding the demands of the game and mechanism of injury, as well as improving injury rehabilitation.
Interactive Digital e-Health Game for Heart Failure Self-Management: A Feasibility Study
Toprac, Paul; O'Hair, Matt; Bias, Randolph; Kim, Miyong T.; Bradley, Paul; Mackert, Michael
2016-01-01
Abstract Objective: To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. Materials and Methods: The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey. Next, in a pretest–post-test design, validated instruments—the Atlanta Heart Failure Knowledge Test and the Self Care for Heart Failure Index—were used to measure improvement in HF self-management knowledge and behaviors related to HF self-maintenance, self-management, and self-efficacy, respectively. A postgame survey assessed participants' perceptions of the game. Results: During usability testing, with seven participants, 100%, 100%, and 86% found the game easy to play, enjoyable, and helpful for learning about HF, respectively. In the subsequent functionality testing, with 19 participants, 89% found the game interesting, enjoyable, and easy to play. Playing the game resulted in a significant improvement in HF self-management knowledge, a nonsignificant improvement in self-reported behaviors related to HF self-maintenance, and no difference in HF self-efficacy scores. Participants with lower education level and age preferred games to any other medium for receiving information. Conclusion: It is feasible to develop a serious digital game that community-dwelling older adults with HF find both satisfying and acceptable and that can improve their self-management knowledge. PMID:27976955
Exploring Game Performance in the National Basketball Association Using Player Tracking Data
Calleja-González, Julio; Jiménez Sáiz, Sergio; Schelling i del Alcázar, Xavi; Balciunas, Mindaugas
2015-01-01
Recent player tracking technology provides new information about basketball game performance. The aim of this study was to (i) compare the game performances of all-star and non all-star basketball players from the National Basketball Association (NBA), and (ii) describe the different basketball game performance profiles based on the different game roles. Archival data were obtained from all 2013-2014 regular season games (n = 1230). The variables analyzed included the points per game, minutes played and the game actions recorded by the player tracking system. To accomplish the first aim, the performance per minute of play was analyzed using a descriptive discriminant analysis to identify which variables best predict the all-star and non all-star playing categories. The all-star players showed slower velocities in defense and performed better in elbow touches, defensive rebounds, close touches, close points and pull-up points, possibly due to optimized attention processes that are key for perceiving the required appropriate environmental information. The second aim was addressed using a k-means cluster analysis, with the aim of creating maximal different performance profile groupings. Afterwards, a descriptive discriminant analysis identified which variables best predict the different playing clusters. The results identified different playing profile of performers, particularly related to the game roles of scoring, passing, defensive and all-round game behavior. Coaching staffs may apply this information to different players, while accounting for individual differences and functional variability, to optimize practice planning and, consequently, the game performances of individuals and teams. PMID:26171606
Assisting autistic children with wireless EOG technology.
Rapela, Joaquin; Lin, Tsong-Yan; Westerfield, Marissa; Jung, Tzyy-Ping; Townsend, Jeanne
2012-01-01
We propose a novel intervention to train the speed and accuracy of attention orienting and eye movements in Autism Spectrum Disorder (ASD). Training eye movements and attention could not only affect those important functions directly, but could also result in broader improvement of social communication skills. To this end we describe a system that would allow ASD children to improve their fixation skills while playing a computer game controlled by an eye tracker. Because this intervention will probably be time consuming, this system should be designed to be used at homes. To make this possible, we propose an implementation based on wireless and dry electrooculography (EOG) technology. If successful, this system would develop an approach to therapy that would improve clinical and behavioral function in children and adults with ASD. As our initial steps in this direction, here we describe the design of a computer game to be used in this system, and the predictions of gaze position from EOG data recorded while a subject played this game.
Preliminary designs for 25 kWe advanced Stirling conversion systems for dish electric applications
NASA Technical Reports Server (NTRS)
Shaltens, Richard K.; Schreiber, Jeffrey G.
1990-01-01
Under the Department of Energy's (DOE) Solar Thermal Technology Program, Sandia National Laboratories is evaluating heat engines for terrestrial Solar Distributed Heat Receivers. The Stirling engine has been identified by Sandia as one of the most promising engines for terrestrial applications. The Stirling engine also has the potential to meet DOE's performance and cost goals. The NASA Lewis Research Center is conducting Stirling engine technology development activities directed toward a dynamic power source for space applications. Space power systems requirements include high reliability, very long life, low vibration and high efficiency. The free-piston Stirling engine has the potential for future high power space conversion systems, either nuclear or solar powered. Although both applications appear to be quite different, their requirements complement each other. Preliminary designs feature a free-piston Stirling engine, a liquid metal heat transport system, and a means to provide nominally 25 kW electric power to a utility grid while meeting DOE's performance and long term cost goals. The Cummins design incorporates a linear alternator to provide the electrical output, while the STC design generates electrical power indirectly through a hydraulic pump/motor coupled to an induction generator. Both designs for the ASCS's will use technology which can reasonably be expected to be available in the early 1990's
When Seeing Is Better than Doing: Preschoolers' Transfer of STEM Skills Using Touchscreen Games.
Schroeder, Elizabeth L; Kirkorian, Heather L
2016-01-01
The purpose of this study was to examine the extent to which character familiarity and game interactivity moderate preschoolers' learning and transfer from digital games. The games were based on a popular television show and designed to test skills related to STEM (science, technology, engineering, mathematics): numerical cognition (quantity of different sets) and knowledge of a biological concept (growth). Preschoolers (3.0-5.5 years, N = 44) were assigned to play one game and watch a recording of an experimenter playing the other game. Learning was assessed during pre-test and post-test using screenshots from the game. Transfer was assessed using modified screenshots (near) and real-life objects (far). Familiarity was assessed by asking children to identify the television characters and program. Findings indicate that the effectiveness of the games varied by age and condition: younger children learned from the quantity game, but only when they watched (rather than played) the game. They did not transfer this information in either condition. Conversely, older children learned from the growth game regardless of whether they played or watched. However, older children only demonstrated far transfer if they watched (rather than played) the growth game. Thus, preschoolers may benefit more by watching a video than by playing a game if the game is cognitively demanding, perhaps because making decisions while playing the game increases cognitive load. Character familiarity did not predict learning, perhaps because there was little overlap between the lessons presented in the television program and game. Findings from the current study highlight the need for more research into educational games and applications designed for preschoolers in order to establish whether, how, and for whom screen media can be educationally valuable.
Recent Progress in Engine Noise Reduction Technologies
NASA Technical Reports Server (NTRS)
Huff, Dennis; Gliebe, Philip
2003-01-01
Highlights from NASA-funded research over the past ten years for aircraft engine noise reduction are presented showing overall technical plans, accomplishments, and selected applications to turbofan engines. The work was sponsored by NASA's Advanced Subsonic Technology (AST) Noise Reduction Program. Emphasis is given to only the engine noise reduction research and significant accomplishments that were investigated at Technology Readiness Levels ranging from 4 to 6. The Engine Noise Reduction sub-element was divided into four work areas: source noise prediction, model scale tests, engine validation, and active noise control. Highlights from each area include technologies for higher bypass ratio turbofans, scarf inlets, forward-swept fans, swept and leaned stators, chevron/tabbed nozzles, advanced noise prediction analyses, and active noise control for fans. Finally, an industry perspective is given from General Electric Aircraft Engines showing how these technologies are being applied to commercial products. This publication contains only presentation vu-graphs from an invited lecture given at the 41st AIAA Aerospace Sciences Meeting, January 6-9, 2003.
ERIC Educational Resources Information Center
Kerr, Deirdre Song
2014-01-01
Educational video games have the potential to be used as assessments of student understanding of complex concepts. However, the interpretation of the rich stream of complex data that results from the tracking of in-game actions is so difficult that it is one of the most serious blockades to the use of educational video games or simulations to…
NASA Technical Reports Server (NTRS)
2014-01-01
On approach, next-generation aircraft are likely to have airframe noise levels that are comparable to or in excess of engine noise. ATA Engineering, Inc. (ATA) is developing a novel quiet engine air brake (EAB), a device that generates "equivalent drag" within the engine through stream thrust reduction by creating a swirling outflow in the turbofan exhaust nozzle. Two Phase II projects were conducted to mature this technology: (1) a concept development program (CDP) and (2) a system development program (SDP).
Advanced Turbine Technology Applications Project (ATTAP)
NASA Technical Reports Server (NTRS)
1989-01-01
ATTAP activities during the past year were highlighted by an extensive materials assessment, execution of a reference powertrain design, test-bed engine design and development, ceramic component design, materials and component characterization, ceramic component process development and fabrication, component rig design and fabrication, test-bed engine fabrication, and hot gasifier rig and engine testing. Materials assessment activities entailed engine environment evaluation of domestically supplied radial gasifier turbine rotors that were available at the conclusion of the Advanced Gas Turbine (AGT) Technology Development Project as well as an extensive survey of both domestic and foreign ceramic suppliers and Government laboratories performing ceramic materials research applicable to advanced heat engines. A reference powertrain design was executed to reflect the selection of the AGT-5 as the ceramic component test-bed engine for the ATTAP. Test-bed engine development activity focused on upgrading the AGT-5 from a 1038 C (1900 F) metal engine to a durable 1371 C (2500 F) structural ceramic component test-bed engine. Ceramic component design activities included the combustor, gasifier turbine static structure, and gasifier turbine rotor. The materials and component characterization efforts have included the testing and evaluation of several candidate ceramic materials and components being developed for use in the ATTAP. Ceramic component process development and fabrication activities were initiated for the gasifier turbine rotor, gasifier turbine vanes, gasifier turbine scroll, extruded regenerator disks, and thermal insulation. Component rig development activities included combustor, hot gasifier, and regenerator rigs. Test-bed engine fabrication activities consisted of the fabrication of an all-new AGT-5 durability test-bed engine and support of all engine test activities through instrumentation/build/repair. Hot gasifier rig and test-bed engine testing activities were performed.
Lyons, Elizabeth J; Tate, Deborah F; Komoski, Stephanie E; Carr, Philip M; Ward, Dianne S
2012-07-01
Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.
When Seeing Is Better than Doing: Preschoolers’ Transfer of STEM Skills Using Touchscreen Games
Schroeder, Elizabeth L.; Kirkorian, Heather L.
2016-01-01
The purpose of this study was to examine the extent to which character familiarity and game interactivity moderate preschoolers’ learning and transfer from digital games. The games were based on a popular television show and designed to test skills related to STEM (science, technology, engineering, mathematics): numerical cognition (quantity of different sets) and knowledge of a biological concept (growth). Preschoolers (3.0–5.5 years, N = 44) were assigned to play one game and watch a recording of an experimenter playing the other game. Learning was assessed during pre-test and post-test using screenshots from the game. Transfer was assessed using modified screenshots (near) and real-life objects (far). Familiarity was assessed by asking children to identify the television characters and program. Findings indicate that the effectiveness of the games varied by age and condition: younger children learned from the quantity game, but only when they watched (rather than played) the game. They did not transfer this information in either condition. Conversely, older children learned from the growth game regardless of whether they played or watched. However, older children only demonstrated far transfer if they watched (rather than played) the growth game. Thus, preschoolers may benefit more by watching a video than by playing a game if the game is cognitively demanding, perhaps because making decisions while playing the game increases cognitive load. Character familiarity did not predict learning, perhaps because there was little overlap between the lessons presented in the television program and game. Findings from the current study highlight the need for more research into educational games and applications designed for preschoolers in order to establish whether, how, and for whom screen media can be educationally valuable. PMID:27679590
Composite engines for application to a single-stage-to-orbit vehicle
NASA Technical Reports Server (NTRS)
Bendot, J. G.; Brown, P. N.; Piercy, T. G.
1975-01-01
Seven composite engines were designed for application to a reusable single-stage-to-orbit vehicle. The engine designs were variations of the supercharged ejector ramjet engine. The resulting performance, weight, and drawings of each engine form a data base for establishing a potential of this class of composite engine to various missions, including the single-stage-to-orbit application. The impact of advanced technology in the design of the critical fan turbine was established.
Lange, Belinda; Chang, Chien-Yen; Suma, Evan; Newman, Bradley; Rizzo, Albert Skip; Bolas, Mark
2011-01-01
The use of the commercial video games as rehabilitation tools, such as the Nintendo WiiFit, has recently gained much interest in the physical therapy arena. Motion tracking controllers such as the Nintendo Wiimote are not sensitive enough to accurately measure performance in all components of balance. Additionally, users can figure out how to "cheat" inaccurate trackers by performing minimal movement (e.g. wrist twisting a Wiimote instead of a full arm swing). Physical rehabilitation requires accurate and appropriate tracking and feedback of performance. To this end, we are developing applications that leverage recent advances in commercial video game technology to provide full-body control of animated virtual characters. A key component of our approach is the use of newly available low cost depth sensing camera technology that provides markerless full-body tracking on a conventional PC. The aim of this research was to develop and assess an interactive game-based rehabilitation tool for balance training of adults with neurological injury.
Interactive Digital e-Health Game for Heart Failure Self-Management: A Feasibility Study.
Radhakrishnan, Kavita; Toprac, Paul; O'Hair, Matt; Bias, Randolph; Kim, Miyong T; Bradley, Paul; Mackert, Michael
2016-12-01
To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey. Next, in a pretest-post-test design, validated instruments-the Atlanta Heart Failure Knowledge Test and the Self Care for Heart Failure Index-were used to measure improvement in HF self-management knowledge and behaviors related to HF self-maintenance, self-management, and self-efficacy, respectively. A postgame survey assessed participants' perceptions of the game. During usability testing, with seven participants, 100%, 100%, and 86% found the game easy to play, enjoyable, and helpful for learning about HF, respectively. In the subsequent functionality testing, with 19 participants, 89% found the game interesting, enjoyable, and easy to play. Playing the game resulted in a significant improvement in HF self-management knowledge, a nonsignificant improvement in self-reported behaviors related to HF self-maintenance, and no difference in HF self-efficacy scores. Participants with lower education level and age preferred games to any other medium for receiving information. It is feasible to develop a serious digital game that community-dwelling older adults with HF find both satisfying and acceptable and that can improve their self-management knowledge.
Biosimilars and the long game.
Huzair, Farah; Kale, Dinar
2015-05-01
Despite greater certainty for biosimilar markets and regulation, the change that was seen in the small-molecule pharmaceuticals market with the rapid entrance of emerging-country generics suppliers will not be replicated exactly. The long game has yet to be played out, and recent changes in regulation, science, and production technology are likely to impact on future patterns of partnership and production. Copyright © 2015 Elsevier Ltd. All rights reserved.
Potential of Diesel Engine, Emission Technology
DOT National Transportation Integrated Search
1980-03-01
This report surveys diesel engine emission technologies applicable to passenger cars and light trucks. The general design and operating features are presented and discussed. Current and state-of-the-art concepts are reviewed with the focus on control...